Yakuza maps have never been particularly huge. Even in the most recent game, the new map is maybe on the scale of GTA III or Vice City. Still, they manage to pack 15-20 minigames into each game’s word map, some of which involve driving or riding around the map, plus the inevitable scavenger hunts and hidden collectibles.
Such an upgrade over the previous two. Three whole cities to explore, plus the countryside. They managed to stream the world data from the disc as you moved about, so no more loading screens between islands like III and VC had. This was the first GTA where you could swim, so water was no longer a death trap, and the first to introduce skills, so you could swim further and faster as you got better.
The big thing to differentiate 7D2D is every seventh night you’ll be besieged by a zombie horde. You spend the week reinforcing your defenses, stockpiling ammo, and upgrading your gear, then you’re tested. If you’re interested in this kind of game loop, it’s worth a in-game week or two. Like many of these games, they’re more fun with friends.
Agree, for a different reason. I did pick up Enshrouded, even knowing that Like A Dragon: Infinite Wealth drops in a few days. I think I spent 60 or 80 hours on the previous game (Yakuza: Like a Dragon), but that’s JRPGs for you, especially when you add in the copious minigames the series is famous for.
Will probably timeshare, as Yakuza’s a single player game.
Puzzle Pirates was a MMO in the early to mid 00’s. Each task on board the ship had a puzzle mini game associated with it. Sailing was sort of like Dr. Mario, pumping out the bilge was a match 3 game, loading the canons was sort of like Chu-Chu Rocket. The thing I liked about it was that your character’s ability to preform a duty had nothing to do with what gear you had equipped or how many skill points you had in a stat (there were none), it was all about how well you, as a player, could play the particular mini game.
In battle, sailors would generate movement tokens to allow the captain to maneuver the ship, gunners would reload the canons after they’d been fired, carpenters would repair any damage you’ve taken, while the bilge pumpers would keep the ship from foundering. Once you closed in and grappled the enemy ship, everyone would participate in a Super Puzzle Fighter-like sword fighting game; defeat the enemy crew to pillage their hold.
Yeah, but it reminded me of the other quote.