Showing posts with label yakuza. Show all posts
Showing posts with label yakuza. Show all posts
Saturday, January 7, 2012
Well now i'm totally excited for Binary Domain
EDIT: Now with fresh commentary.
Yes my title is sarcastic. I always find it fascinating they get random talento or celebrities to play game to...sell the game I guess? I've never quite figured out what the purpose of that was. I'm pretty sure actually zero people have ever bought a game from this. Heck the fantasticly gay man openly states, "I suck at video games." I linked this with the idea that the audience couldn't understand Japanese but could still draw everything they need from it.
Neither of these guys are good at video games (so why are they showcasing them?) Binary Domain has to be being made with a Western focus (because TPS and FPS games never sell well in Japan.) Again why showcase a game so incredibly poorly?
There's the ability to give squad commands voice which really games should have had since TC's Endwar. That's kind of neat. Nothing in the videos makes me think it's used in a neat way. On the other hand, the levels definitely seem more open than something like Gears. So maybe you can have your teammates flank enemies. That's entirely dependent on friendly AI being good which is just about never. The enemies don't give the impression of being fun to fight by themselves. The levels are more open but nothing about that aesthetic does it for me.
While it's trying by all impressions it's still failing as a TPS. I understand the need to appeal to Western markets, which this video doesn't do. I understand Japanese developers trying to show that TPS games are fun to Japanese people, which this video also doesn't do (or I would hope so.)
Wednesday, February 23, 2011
Yakuza film review PART 2

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Sometime in 2007 I became aware of this feature-length film based on the first Yakuza game. I wanted to buy it, but all the DVDs I saw didn’t have any English subtitles. It had been pirated though and put online, complete with fan-made English subtitles. So after several days of downloading I put the two together and burned myself a custom DVD – as a neat bonus I included the prequel film on the disc.










Our rating: 3 stars out of 4 (but only if you’re aware of the source material)
***

Thursday, February 17, 2011
Yakuza film review PART 1

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To promote the release of Ryu ga Gotoku (the first Yakuza game), Sega commissioned a short 40 minute prologue film to be made, detailing the life of Kazuma Kiryu growing up in Sunshine Orphanage. It examined how both he and Nishki came to be orphans and then yakuza, and how they came to know Yumi, who Kazuma develops affection for over the years. It involved renowned Japanese film maker Takeshi Miike, who also went on to make the follow-up feature-length film, though the two movies could not be more different.


















Our rating? 4 full stars out of 4
****


Tuesday, August 17, 2010
Yakuza 3 reviewed by real-life Yakuza

As pointed out by regular reader Zack, BoingBoing has a fascinating feature up where they get three real-life yakuza members to play Ryu ga Gotoku 3 and give their opinions.
Midoriyama is a now-retired former mid-level faction boss. Shirokawa is a high-ranking boss from a different group connected to Midoriyama through a ritual sake exchange. Kuroishi knows them both but is also from a different group.
This is an ingenious feature, and a fantastic example of proper investigative games journalism. While most print publications are happy with their annual April Fool gags, phoned-in email interviews, and outdated news, it's great to see something serious like this being attempted.
My favourite section of the interview is towards the end:
Ironically, the sections that Shirokawa seemed to enjoy the most were cut out of the US version: mahjong, the sexual massage parlor, and the hostess clubs. After I explain to him what Sega cut from the US version, he said: アメリカ版を買った奴がかわいそうだ。セガUSAが最低だね.(Translation: I feel sorry for the people who bought the American version. SEGA USA sucks.)
Yes indeed, Sega USA does suck. I for one loved the mahjong in Yakuza 2.
Read the full feature HERE.
Saturday, April 10, 2010
Mahjong games on the PS3
Feel the need to play Mahjong on your PS3, online? Let’s take a look at several mahjong games on the PS3.
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If you read my previous post, you know I’ve developed a fondness for mahjong since playing Yakuza 2. Wanting to try it online, on my PS3, I looked into the various options:
* Mahjong Kakutou Club: Zenkoku Taisenban (Mahjong Fight Club)
* Mahjong Taikai IV
* Mahjong World Janline-R Series
* SIMPLE SERIES 500 Vol 1: The Mahjong: Tsuushin Taikyoku Kinoudzuke

Offering advice on the situation was Barticle, who has a series of excellent Mahjong FAQs on GameFAQs.
Bart wrote:
As you may know, the full Janline-R game is a relatively recent retail release for the PS3. From what I've seen of it, it has the same in-game view with the four players depicted in the four corners of the screen, either as webcam images or as avatars. As such it appears to be very much oriented towards online play – and probably coaxing you into spending money on avatar upgrades too!


If MW Janline-R is anything like the Janline game on the 360, I would stay far away. I think it was summed up best as, ‘This is not Mahjong, this is Janline’. Despite owning a J-360, the only mahjong title I’ve purchased is FunTown Mahjong on XBLA (800 space bucks). Sadly, it's Taiwanese rules (wacky 17 tile hands), but there is a fair deal of regular players online (most of whom reside in Europe). Doesn't really help you if you don't own the console, but just figured I'd toss it in.

THE REVIEW
Fight Club
Mahjong Takai IV
Friday, February 12, 2010
Mahjong, hanafuda, and other Japanese games

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While I like western card games and Chess (sort of), the intrinsically exotic nature of Asian card/board games has always fascinated me. Unfortunately, living in the west has allowed little opportunity to be exposed to them, outside of foreign films and the occasional videogame. One of the most prominent examples is the Ryu ga Gotoku series, or Yakuza games, by Sega. Another English example is 42-in-1 All Time Classics (aka Clubhouse Games in the USA), a fantastic compilation for the Nintendo DS with a selection of really awesome classic games, complete with comprehensive guides to make learning easy for newcomers.

Join me as I briefly examine some of Asia’s various games, and the easiest methods for learning to play them. Click the names for a Wikipedia link and further explanation of the rules.
Mahjong


So basically you need a full house of 4 complete sets, plus a pair. For example, 1/2/3 - 4/5/6 - 7/8/9 - Dragon/Dragon/Dragon/ - and a pair of 3s in a different suit. You’re then out and that game ends.
You can either keep waiting to pick up the correct tile and then discard a useless one, or you can pick up your opponent’s recently discarded tile - but only if it completes a set you have, and if you do, you’re forced to display this complete set. Different combinations yield different scores, and this is where things get complicated. Yakuza 2’s Mahjong guide is over 20 pages long, listing the various scoring combinations and multipliers you can get. You also need to achieve a qualifying score combination, but this is fairly easy to get.
The best multiplier is when you don’t pick up opponents’ tiles, and complete your hand simply by picking from the deck and discarding. This is called a concealed hand, because you don’t have to reveal anything. So most games boil down to you focussing on your deck and making clever choices with regards to what you keep from the main deck. There’s obviously a lot more to it, and there are some clever tricks, but that’s the basics. You need a mathematical brain to work out the odds of getting your required tile, and a keen player keeps his options open. (having a 3/4 is better than having a 5/7, since with the former a 2 or 5 will let you win, whereas with the latter you’re stuck waiting for the 6)
Afterwards you steal points from your opponents, and so it continues for about 8 hands. The best thing about playing it in a videogame is that the computer handles all the complex scoring. Often I’ve finished a hand with more multipliers than I’d realised. It’s well worth learning to play, and the easiest way would be through Yakuza 2. There’s also a good FAQ on GameFAQs which covers the extra rules not mentioned in Yakuza 2 (you can’t pick up an opponent’s tile if you’ve declared Riichi and the tile you need to win is in your discard pile).

Shogi

Unfortunately while Chess has physical pieces with their own defined shape and colour, Shogi simply has small wooden chips with the piece’s name written on it in Kanaji - sometimes very elaborate Kanji, difficult for the western eye to discern. As such it’s a complete mystery to me. I’ve tried repeatedly to practice it, with easy computer opponents, but after a few minutes the indistinct text becomes blurry and my brain finds it impossible to calculate the situation at a glance. At least with Mahjong each piece is visually distinct and coloured for easy recognition (well, except the Wind pieces, but they constitute only 4 symbols).
If you want to learn how to play, avoid the Yakuza 2 version which has no tutorial (and has REALLY blurry kanji), and instead get 42-in-1 All Time Classics for the Nintendo DS. It has an extremely good guide. There’s also Shotest Shogi on XBLA (pictured).
Igo

Each player takes it in turn to place their coloured stone on a grid. So long as your stone either has an empty space adjacent to it, or has a stone of the same colour along side it which is adjacent an empty space, those stones are alive. Basically image that each stone represents a platoon - if they’re completely surrounded, they’re dead and are removed from the board. The game ends when both players feel there are no further moves to be made.
Unfortunately it suffers from the same problem that makes me sometimes dislike Chess - the need to think ahead by several moves. This never works for me, because if I set up an ingenious 20-step plan for victory, it’s entirely reliant on my opponent not doing anything to upset it. So if they do something 15 moves in which doesn’t fit my template, out goes the complicated plan and my patience.
Thing is, with Chess you can wing it a lot of the time, and so I play on the fly. I’ve heard that’s how Chess players who take on multiple opponents do it - they focus only on each move at hand and ignore long-term strategy. You can’t do this with Go – you need to look ahead, I’m told, by sometimes 50 moves. By the time I’ve seen the strategy my opponent has been planning, it’s too late and everyone is dead – there’s no sending the Queen to the frontline to sacrifice herself and freak the opponent out. There are no gung-ho moves in Go and the value of any single stone is only built over considerable time.
Which is a pity, because conceptually I love the game. No complicated rules about what pieces do what, just black stones and white stones on a grid. A battle for territory where each placed piece remains stationary until capture. It’s kind of poetic. I’ve played a few games with a Japanese friend’s father, and I’ve dabbled in various game versions, from the Famicom to the DS, but I’ve never found one in English (except online versions), and I’ve never found one that I was comfortable enough with to really practice on.

Hanafuda

Ahh, now this is my favourite, more so than any of the above. I learned this on my first trip to Japan, playing it wherever I wandered, like some kind of card-playing Ronin.

There are 12 suits, based on each month of the year, each containing 4 cards. Every card has a visual representation, like a man in the rain, a stork, or just plain flowers, so they’re easy to memorise. Two players take it in turns to pick a card from the deck, and then either match one of the cards in their hand with one of those face up on the table, or discard one from their hand. You match cards of the same suit, so if there’s 2 September cards on the table, you need one of the other 2 September cards to pick one on the table up.
The fun comes from the scoring combinations. To win a game you need to achieve at least one scoring combination (for example: Wild Board, Wild Deer and Butterflies - or Sake Cup and Full Moon). After that you can either continue playing until you get another combination, or end it there to receive your scores for that combination. Continuing is risky though, since if the opponent then gets a combination, he’ll receive double the points.
I first played it while wearing loose jimbei, sipping warm sake and eating chilled raw horse meat in a small mountain town, while outside the cicadas buzzed in the hot night air – there are few other things to do in Japan which, to me, convey such an authentic atmosphere. As the game of choice for the nation’s organised criminals, there’s a certain satisfaction when getting into a really good game and discussing the poetic merits of each score combination. This was also the card game that made Nintendo’s fortune in their early days, and they still manufacture it.
For added fun, it’s said there are as many rule variations as there are Japanese towns, and inventing your own scoring combinations for play with friends is encouraged, as long as everyone is happy with them.

If you have any interest at all in card games, you owe it to yourself to learn Hanafuda, which is supremely satisfying to play.
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