5 had multiple new cities though so that was coolYou are right. Yakuza 4 having multiple protagonists made me forget that it was only in Kamurocho.
5 had multiple new cities though so that was coolYou are right. Yakuza 4 having multiple protagonists made me forget that it was only in Kamurocho.
Yakuza does it so well though. Like the passing of time, and how you miss those streets and feel almost nostalgic for parts
That' honesty puts me off the series, and I love 0 (which is the only one I've played).Look at the Yakuza games released this gen:
Yakuza Isshin
Yakuza 0
Yakuza Kiwami
Yakuza 6
Yakuza Kiwami 2
Judgment
Fist of the North Star
Yakuza 7
Yes they recycle a lot of assets but so what? Each game feels new and different despite reusing a lot of the same locations. These games are packed with content and long stories. Should western devs try this approach?
Imagine a Horizon game that uses the same area as the first with a few new areas with a whole new story.
Or a new GTA game set in the same San Andreas as V's with some new locations but with a new full length narrative?
Miles Morales I think does something similar. This will probably only work for open world games but I don't mind if more franchises try this approach.
Yes they recycle a lot of assets but so what? Each game feels new and different despite reusing a lot of the same locations.
Yep an Uncharted Lost Legacy kind of game, although that had an entirely new location!For great games i would not mind "cashgrab" sequels. Olden days we used to have Doom/Doom2 like sequels all the time and it was great!
Unfortunately rarely we get single player campaign DLC now either :/
Would prefer companies like Santa Monica would have cranked out two or three God of War entries in the same locations this generation. Don't always need to reinvent the wheel.
Yakuza does it so well though. Like the passing of time, and how you miss those streets and feel almost nostalgic for parts
They could do something similar to get away with it, like framing the "sequel" as a "standalone expansion". Just reuse the map and characters to tell a whole new story.yeah, and these Yakuza games used to not be full priced at launch (this changed with Lika a Dragon). I'm sure if big AAA devs do this, most people will complain and their games won't sell as much as they used to.
I loved how we got a bunch of Atlus RPGs in the PS2 era and I imagine a large part of that was because there was a lot of enemy model reuse between SMT, Persona, and the various spin-offs.
It took me over a hundred hours to finish. That game is massive5 is the most massive yakuza game by far. The effort they put into it must be gigantic.
Yeah I think that type of logic works best. You need a world design that is adaptable to gameplay styles but also is fun to explore and not too basic.I agree, I think that is probably the best version for a Western game. The Spider-Man version of New York is fine. You could use that base for a bunch of super hero games and I wouldnt mind at all if the gameplay, story etc was given the same attention as Spider-Man PS4 was. There is no need to remake the whole city, the appeal would be how the new character controls etc.
honestly the thing I want devs to coppy is the syle of open world yakuza games doo (small but very detail places that feel like places) v the ubi methold (the massive world but the depth of a pudle.)Games like Far Cry and Assassins Creed sell because they promise to take players to different times and regions. That doesn't work well if the assets are recycled.
Fundamentally, Yakuza is a narrative game, a JRPG, so above all else motivates players to continue playing with character development and story arcs. As such, a continuous change in aesthetic context doesn't matter so much. Especially given that the narrative context is rather set in stone, Yakuza, the Japanese theme, and likely Tokyo setting is inherent to the name.
So, it depends on those factors really. If you look at franchises where it makes sense to recycle the setting, I think you see that in western game development too. People mentioned Far Cry, but there's also the upcoming Spiderman Mile's Moralis game, which takes place on the same map as the original Spiderman from Insomniac.
Again the key factor there is that New York is a specific and important place for the Spiderman story, so players don't have expectations that they will be going anywhere else. But for most games this doesn't apply, because the developers use the idea of a new setting in much of the marketing. Take the Elder Scrolls games for example, each game is themed after a distinct region and therefore, players always expect to go somewhere new. That's half of the excitement of a new Elder Scrolls game.
So to answer your question, it's already happening. If there's a way to cut corners and save time, then there are devs in both the east and west that are already doing it. There are a few franchises where I think this style of development could have been used, but isn't though. Life is Strange is perhaps a good example. I felt that they could have told more stories within Arcadia Bay. Maybe in a different time period, or with different characters, but I think they could have reused the setting as I felt there was still much to explore there.