(Originally published to Glitchwave on 5/15/2024)
[Image from glitchwave.com]
Yakuza: Like a Dragon
Developer: Ryu Ga Gotoku
Publisher: Sega
Genre(s): JRPG, Open World
Platforms: PS4, PC, PS5, Xbox One, Xbox Series X
Release Date: January 16, 2020
Yakuza games tend to be rather lengthy, so one can imagine the lofty expanse of the narrative that occurs when it’s being arranged through the scope of the JRPG genre. The beginning exposition that introduces the scene and the conflict premise is prolonged to the duration of two whole chapters, with cutscenes so protracted that even Hideo Kojima might have taken an executive stance to cut them down if he were in charge. While I stated that Like a Dragon was like a reincarnation of the Yakuza franchise, the story beats of the conflict premise for Like a Dragon’s protagonist may indicate that nothing can truly be original. Stow away all of the lore exposition involving kabuki theater, an assassination at a Peking Duck restaurant, and a child being spared with the sacrifice of a Yakuza officer’s finger in your memory reserves for now. The focal point that drives the narrative forward is Ichiban Kasuga, an excitable, young Tojo Clan underling who was also adopted into the Tokyo organized crime syndicate due to being an orphan like the mainstay series protagonist we’re accustomed to. The tower of similarities between the two keeps stacking even higher when Ichiban suffers the same set of unfortunate circumstances as Kiriyu did when he was but a Yakuza rookie. Because Ichiban is a lowly plankton in a food chain of great white Yakuza sharks (and because he annoys the piss out of everyone), his family patriarch, Arakawa, proposes that he take a murder rap for lieutenant Sawashiro. Given his sense of loyalty for his crime family and his unbounded admiration for Arakawa, Ichiban turns himself in without so much as asking a single question. After serving 18 years in prison eating rice cakes off the radiator, Ichiban is released back into the public as a slightly greyer middle-aged man with a gaudy, eccentric perm that probably conducts as much static electricity as the Bride of Frankenstein’s vertical hairdo. Almost two decades spent away from the open range of society would be enough to perturb any ex-con, but the streets of Kamurocho are as foreign to Ichiban as an alien planet. No, this isn’t because everyone carries around pocket-sized computers, but because the Tojo Clan that he was eagerly waiting to return to has all but gone extinct. Kamurocho is now under the control of the Omi Alliance, the largest Yakuza organization originating from the Kansai region and the Tojo Clan’s archrivals. Ichiban encounters Arakawa to ask his former sensei about how a steadfast Kamurocho institution bellied up (and about his promise to treat him to Peking duck once he served his time), but Arakawa doesn’t acknowledge his presence. Collaborating with Adachi, an ex-cop turned taxi driver, Ichiban uses Adachi’s connections and knowledge of the Yakuza underground passageways to intercept a meeting that Arakawa is presently conducting. Ichiban believes that encountering his former boss in a more intimate setting will help clear up his hazy memory of him. Alas, all his persistence gets him is a steamy bullet to the chest, courtesy of the man he holds in such high esteem. As the screen fades to black and Ichiban’s fate hangs in the balance, the events leading up to this shocker of an introductory conclusion are very effective at exuding a sense of sympathy for our protagonist. Still, I argue that the cutscenes that don’t involve Ichiban in any capacity could’ve been shown at later instances in the narrative or omitted completely. As it is, they clog the duration of the first two chapters to an excruciatingly bloated degree.
After his intrusion, Ichiban isn’t hauled off by Arakawa’s subordinates into the Kamurocho harbor to serve as a free meal to the industrial waterfront’s various sea life. By some miracle, Ichiban survives the flaming hot sting of lead and is dumped onto a homeless camp one city over in Yokohama. Thanks to the medical assistance of a down-on-his-luck ex-nurse turned vagabond named Nanba, Ichiban makes a full recovery and is free to traverse through the streets of this unfamiliar setting. Specifically, the area of Yokohama that serves as Like a Dragon’s concrete playground is Isezaki Ijincho, the city’s nightlife-centric equivalent to Kamurocho. Love hotels and S&M clubs are lucrative places of commerce in the city’s red light district, poverty runs so rampant that shantytowns have been erected all over, and gangs of belligerent goons are always alert to bumrush unsuspecting civilians just for making eye contact with them, even if they’re looking at the backs of their heads. While the atmosphere of an electric land marked by debauchery and danger transfers over from the regular stomping grounds of Kamurocho, Ijincho differs greatly from the standpoint of urban planning. The neighborhoods of Ijincho forgo the tight grid-based design of Kamurocho’s outdoor corridors in favor of letting the pavement breathe a bit between intersecting streets. Aiding in the spaciousness of this new setting are larger pieces of infrastructure interspersed between the wall-to-wall buildings, ranging from the natural Sakura River that flows north in the western sector to the Jinnai Station in the center. Actually, Ijincho’s access point to Japan’s efficient public transportation subtly serves as the dividing line in the center between the two halves of Ijincho. I’m positive that I’m not the only one who noticed that half of Ijincho north of the Jinnai Station is far more opulent and more approachable with its parks, federal buildings, and swankier restaurants as opposed to the grimy aisles with dive bars and sex-centric entertainment on each side of every street in the southern district. Compare the snazzy tourist trap of Chinatown in the northeast to the vacant slum of Koreatown just below the train station, and you’ll see the contrast of Japanese gentrification at its most apparent. Black haze obscures any part of Ijincho that the player hasn’t visited yet on the map, so even visiting the northern half seems like a reward for progressing enough in the narrative past the filthy homeless camp that served as Ichiban’s spawn point. Still, no matter the general area, Ijincho is overall far more pleasant to traverse than Kamurocho because the sprawling expanse of the city pronounces the parameters of each neighborhood. Because the individual areas are broader and more defined, it allows the player to create a clearer mental image of the map’s overall layout. However, the wider breadth of Ijincho’s streets does allow for moving automobiles to act as obstacles in the foregrounds, and let’s just say that interacting with Ijincho’s domestic drivers might affirm some negative cultural stereotypes.
Besides their eerily similar origin stories, I don’t think that Ichiban shares much in common with Kiryu. One might think that they’d be kindred spirits given their shared unfortunate experience, but a connection based on grief always proves to be a shallow one. If I had to describe the contrast between the two Yakuza protagonists, I can’t think of a more fitting way to illustrate it than by comparing the different demeanors between a cat and a dog. Kiryu is naturally the furry feline in this analogy, hiding his good nature underneath an aloof, withdrawn exterior. Ichiban, on the other hand, exhibits so many traits of “man’s best friend” that it’s a wonder that Arakawa and the other Tojo executives didn’t throw him treats around the office or bat him on the nose with a newspaper when he was out of line. The expendable, frizzy-haired ex-Yakuza grunt never exudes any pretensions of acting hard-headed and collected like his crime connections would connote. Ichiban can’t help but be an overly optimistic doofus with an unbridled enthusiasm that makes him endearing to some and irritating to others. You’d think with his immature disposition that he’d been in the slammer since he was a child instead of 24. Even though his childlike tendencies and naivety might be unbecoming of a middle-aged adult man, his arrested development is not a hindrance in tackling the challenges of both surviving and succeeding on the feral streets of Ijincho. Ichiban’s lack of cynicism and self-doubt, which tends to be characteristic of a seasoned adult, gives him an inflated level of confidence. Match that with his unwavering streak of benevolence stemming from his adorable aspirations to “become a hero,” and Ichiban is an indomitable force for all that is good and wholesome. He’s a dog off its leash with the cognitive acuity of a human, which allows him to apply his relentless positivity to better society as any domesticated canine would do if they could. Still, when approaching people whom Ichiban deems as his “masters,” who are the higher-up Yakuza in this case, he conveys expressions of genuine devotion to them so resolute that Webster’s needs to conjure up a more appropriate synonym for loyalty that matches Ichiban’s intensity. That is why it’s heart-wrenching when Arakawa pulls the trigger on his Tojo Clan pup. Imagine if Fry from Futurama had shot Seymour if they managed to cross paths once again: people would’ve fucking revolted in disgust. I never had such a strong emotional reaction to witnessing any of Kiryu’s hardships, so I suppose Ichiban is more than a substantial replacement as the series’ narrative backbone. Who would’ve thought that positivity and friendliness would radiate more charisma than stern stoicism?
Ichiban’s dog-like characteristics also extend to Like a Dragon’s combat, for his perspective in which it is portrayed is likely how a dog sees people with their unrefined eyesight and limited mental capacities. Or, it’s the everlasting effect of playing too much Dragon’s Quest in their formative years. Above the changes in the protagonist and setting, the true radical departure from Yakuza’s defined characteristics that Like a Dragon adopts is turn-based combat instead of the tried and true beat ‘em up gameplay. One might argue that basing a JRPG around the modern, urban landscape of Yakuza is ill-fitting, but I’ve given so many examples of “domestic JRPGs” at this point that the evidence needed to make a rebuttal to this claim seems obvious. If the argument stems from the awkwardness of turn-based combat compromising on the urbane and intimidating aura that a series centered around gangsters is intended to exude, let’s not kid ourselves; the Yakuza series has always been a bit silly, and the sincerity of the rough, macho characters only adds to to comedic tone. That is why the visual of a thug politely waiting for his turn to crack Ichiban’s skull open with a lead pipe doesn’t strike me as off-putting in the slightest. Like Kamurocho, throngs of bellicose baddies walk the streets of Ijincho, darting their hostilities towards Ichiban in a flash. They might be the same types of delinquents, punks, and other urban rabble-rousers that exist in Kamurocho, but we’ll never know their true identities thanks to Ichiban’s warped perspective. Whether it’s his overactive imagination or spending time in solitary confinement for a sizable portion of his prison sentence made him develop onset schizophrenia, the wretches of Ijincho are depicted in an eclectic array of fashions. The only other man who seems to share Ichiban’s twisted perception of these malevolent men is a bald guy who brandishes a wicked scar. He refers to the hundreds of reprobates that roam the city as “Sujimon,” giving Ichiban a device that catalogs their information once he encounters them. Do I have to state which Nintendo JRPG series this feature is borrowing from? The weaknesses and resistances of the enemies can’t be committed to an easy formula like Pokemon, but the range of enemies is equally as diverse. The wacky ways in which Ichiban perceives these malcontents are too numerous to list, indicative of the sheer variety on display for the player to contend with. The player will still grow tired of the frequent encounters with these assholes just to gain a crumb of cash and experience, but that’s just a continuation of a series’ staple hiccup.
The variation of Like a Dragon’s turn-based combat certainly doesn’t stop with the types of enemies looking to batter Ichiban for his lunch money. There’s also the factor of Ichiban’s line of defense against these lowlives that the player will select in a menu when it’s their opportunity to strike. At first, Ichiban will only be able to execute a series of fairly flabby punches, with some modest special moves integrated into the mix that cost a meager amount of MP (magic points). Once Ichiban stumbles into the offices of Hello Work, the local career advisory institution, Ichiban’s set of combat skills grows exponentially. I was initially under the impression that this feature directed the player towards a specific minigame that netted them a respectable sum of yen upon its completion, but I couldn't have been more misled. Essentially, Ichiban’s “job” chosen here is equivalent to selecting a role-playing battle class. For instance, the musician job (that a job clinic would never assign to anyone as a prospective career in a million years), involves Ichiban clubbing enemies with his acoustic guitar, strumming some sick cords whose sonic waves deal serious damage, throwing his mixtape to enemies like a Venice Beach drifter, etc. Ichiban will blind foes with a giant, wooden pepper grinder as a chef, slap them with confectionary treats as a “host,” throw a crystal ball to enemies like they’re bowling pins as a fortuneteller, and perform a deadly windmill of spin kicks as a break dancer (which, again, is not a realistically viable career option). Each job also has a progress meter that is separate from Ichiban’s general level scaling, and earning enough experience after battles will unlock more effective moves with said job. The system of simply waltzing down to the Hello Work clinic and having them hand over a job posthaste to Ichiban seems so far-fetched that it's comical, especially since he’s a former Yakuza with a criminal record. Still, alternating between classes on a whim just by visiting Hello Work whenever it’s convenient ensures that the turn-based combat is unlikely to grow stale, and increasing the amount of skills available in battle through experience just adds more range to the exciting possibilities of combat.
Turn-based combat also adds another dimension of difficulty to Yakuza’s gameplay. I may be declaring this prematurely, as I’m basing this statement solely on Yakuza 0, but the series’ standard beat ‘em up gameplay rarely offers any non-optional challenges in its narrative. Oftentimes, when facing off against a narratively significant boss in Yakuza 0, the severity of the onslaught they inflicted on Kiryu wasn’t anything a few Staminan drinks couldn’t patch up. Somehow with the mechanical swap of turn-based combat, there were a few instances in the story that amounted to genuine roadblocks where I had to reload and reconsider my tactics to succeed. The methodical nature of turn-based combat forces the player to consider every decision they make carefully, ensuring that they can’t act hastily or mindlessly punch and kick their way to victory. The consequences of failing to be fastidious with a turn-based system also come with stricter penalties. When I said that the wastrels of Ijincho were roughing up Ichiban for his lunch money, I was only half kidding. If Ichiban falls from having too much damage inflicted on him, the game will fine the player half of the total amount of yen in their pockets, as per the traditions of JRPG penalties. Considering that the amount of money a Yakuza protagonist has coincides with his progress, every Zen piece is precious and should be preserved at all costs. Another piece of JRPG protocol that Like a Dragon follows is that Ichiban is the designated leader in battle, so the fight ends if Ichiban is knocked out, even if his party members are still standing. Really, the only way to stave off having Ichiban’s bank chopped in half like a magician’s assistant is to humor my one perpetual grievance with the JRPG genre: grinding. What makes the tedious, repetitious process all the more vexing in Like a Dragon is that common enemy encounters will only warrant chump change of experience. A more efficient way of grinding is by spelunking in Ijincho’s sewers, where the rarer, more ferocious “Sujimon” roam. The issue with this venture is that not only are the sewers a drab dungeon crawler area, but their labyrinthian designs, where the player is intended to burrow deeper away from the entrance, make the additional grinding process anything but a convenient detour. To my dismay, Like a Dragon isn’t immune to the typical experience level-based contingency that plagues so many titles in the genre, and some sections are grating as a result.
To ensure that Ichiban stays as his perky, man-child self in the heat of combat, the player must utilize the talents of his fellow party members. As the game progresses, Ichiban will gather up a ragtag of misfits who will all follow his lead, working under different sets of causes. The cynical and self-conscious disgraced ex-nurse Nanba initially collaborates with Ichiban to hoist himself out of the homeless rut he currently resides in. The affable, uncle-like Adachi was similarly told to step down from his position as a cop after acting insubordinate towards his commanding officer, who was wrapped up in a false-arrest conspiracy. The (canon) token female member of Ichiban’s crew is Saeko, who joins the boys after a mutual boss of theirs allegedly commits suicide. Unlike Ichiban’s other cohorts, she was not dishonorably discharged from her day job as a barmaid, but it’s unlikely she has glowing Yelp reviews because she’s not afraid to get confrontational with the more boorish, pervy patrons. Each of Ichiban’s partners come with their own “class” with its own distinctive menu of moves, but their skill sets are just as malleable as Ichiban’s once they visit Hello Work and change their “jobs.” I implore everyone to stick Saeko to the hostess job for the long run or to use her in steep situations. I can’t explain it, but the “sparkling cannon” move, where she shakes up a bottle of sparkling wine and sprays enemies with the bubbly and festive alcoholic liquid once it’s uncorked, dishes out an astounding amount of damage, while also afflicting an illness that counts as a status ailment. Is there a prevalent recessive gene across Asia that makes them allergic to grapes or carbonation? Are they all just lightweights? Anyways, besides sticking Saeko to a long term career (although I’m sure everyone will be curious to see what the “night queen” job entails for reasons that aren’t frowned upon), the fact that each one of Ichiban’s partners feature the vast potential of skills that he does soars the variety of gameplay options to the stratosphere.
If the player requires further assistance, Ichiban can use his newly acquired smartphone to call the “poundmates,” special offensive or defensive services that can be summoned to either deal damage to enemies or buff the party for a commission fee. Many of these helping hands are earned through completing the side stories, and they’re usually the more memorable and involved ones (saving a crawfish named Nancy from a hungry homeless man, resurrecting the career of a famed Korean actor, etc.) found around Ijincho. I didn’t think I’d be using the supplementary service all that often initially, but considering how few of Ichiban and his partner’s attacks deal damage to multiple foes at once, I ended up ringing the line for the poundmates more than a middle-aged white woman dials 911 on her neighbors. God bless you, Gary Buster Holmes. Ijincho doesn’t deserve you.
Perhaps I shouldn’t have made Ichiban’s partners sound as if they’re merely tools serving Ichiban to keep the man afloat in combat. They are all human beings, after all, with their own issues and stories that coincide with the struggles that life has thrown at them. Individual story arcs revolving around Ichiban’s partners take place at their designated watering hole, the Survive Bar, where Ichiban gives moral support and minor suggestions to the specific partner over a round of drinks. Once the partner confides in Ichiban five separate times, their “bond” will reach its maximum, allowing the partner to gain more experience in and out of battle, as well as unlocking new career options at Hello Work. Should it be any surprise that Sega has taken a decent helping of influence from Persona in molding Yakuza as a JRPG, considering that the company owns the rights to both franchises? The “social links” between Ichiban and his partners are a nice little nod to one of Persona’s patented life-simulator idiosyncrasies, but an even more overt instance of Like a Dragon borrowing Persona’s properties like a little sister taking her older sister’s clothes is Ichiban’s personality traits. Separate from his experience level in combat, similar to Persona, Ichiban must also be proactive in enhancing his non-physical attributes that mostly pertain to situations outside of combat. The six traits in question run the gamut of personhood, including passion, style, confidence, intelligence, kindness, and charisma. Completing a number of various tasks around Ijincho that vaguely correlate with a specific trait enhances each of them to a maximum of ten levels, and the unsavory adjectives that describe Ichiban’s lack of finesse with these qualities at the start become more glowing as the player sculpts Ichiban into a model human being. Once the player improves Ichiban’s personality to its limit, new career and even romantic options will be readily open to Ichiban. It’s an exciting prospect for the well-intentioned spastic, for sure. What exactly does the player need to do in order to turn Ichiban from a repugnant dud into an erudite, beguiling stud? Well, practically anything the game offers. Veteran Yakuza players will be more than familiar with the giant checklist that each Yakuza game implements in order to give players routine sparks of accomplishment by completing every conceivable aspect of the game in either small or large quantities. With the personality traits as another relevant, stackable progression point in Like a Dragon, the developers have wisely chosen to bridge the two together. Checking off any task on the board will result in one of Ichiban’s personality traits increasing slightly, with the rate of increase extending even more as the number needed to satisfy the task stacks higher. Because Yakuza’s progression is more free-flowing than the regimented day and night cycle of Persona, the player is given almost limitless time to hone Ichiban’s personality and sharpen him as a man of debonair sophistication far before the final chapter. While this does, however, ultimately verge into yet another aspect of grueling grinding, offering a tangible award for completing the most prevalent aspect of busywork the series exhibits makes the player more inclined to go the distance in completing this arbitrary list more than any game before it.
Whether or not they’re for the benefit of Ichiban’s personal growth, the minigames that Like a Dragon offers around town should at least inspire a modest sense of curiosity for most players. If they don’t, it’s because the minigames across the Yakuza series in previous titles have been spotty, to say the least. I’m still demanding a refund from whoever was running the underground catfight club in Yakuza 0, and that was thirty years prior to the events of Like a Dragon. Mahjong and Shogi are both still too cerebral for my feeble brain, and the batting cages still demand a high level of starting proficiency as if they’re under the pretense that the protagonist is training for the professional baseball league. While some returning minigames might not be all that stimulating (for me, at least), I was consistently floored by the new ones that Like a Dragon offered. The “Can Quest” minigame involves gathering a mass quantity of aluminum detritus along the shantytown block while riding a bike, which can be used as a currency to trade at a covert hobo market in exchange for health items, small amounts of yen, and meager pieces of armor. This system is intended to offer Ichiban an avenue to purchase goods and services at his most economically destitute, but I still continued to revisit this minigame once Ichiban climbed out of the homeless camp because collecting cans while crashing into competitors was genuinely a blast. To really boost Ichiban’s personality stats, he can sign up to take academic tests on a myriad of subjects at a vocational school. They mostly boil down to trivia questions, but trivia is one of my many fortes that I was glad I could flaunt to raise Ichiban’s stats. Watching old movies at a cinema is probably intended to make Ichiban more cultured, but the player spends most of the time in the theater fending off bipedal sheep wearing suits in a whack-a-mole button-pressing sequence so they don’t use their powers to make Ichiban start sawing logs in the middle of the film. I can’t tell if this scene is a clever externalization of falling asleep at inopportune times, or if it’s just another daffy indication of Ichiban’s questionable mental state. Possibly the most outrageous and mechanically intricate minigame that Like a Dragon debuts is Dragon Kart, a bona fide kart racer in the vein of Mario Kart. Don’t expect race tracks as extravagant or mechanics to be as refined as the kart series this minigame is modeled after. Still, I can’t help but marvel at the fact that something so uncharacteristic to the series like this is competent enough not only to be feasibly playable, but it's possibly the most thrilling minigame that the Yakuza series has ever devised. If Dragon Kart doesn’t evolve through subsequent Yakuza entries to the point of besting Mario Kart because the developers have scrapped it in favor of the Japanese card games or anything baseball-oriented, you’ve lost yourselves a valuable customer, Sega (I’ll probably just buy it anyway and sulk in solitude). The same goes for any of the aforementioned minigames I lauded, for it would be a shame to dispose of the strongest collective of new minigames the series has ever bestowed.
Of course, all Yakuza fans know that the most sizable piece of side content for any entry to the series is the optional business arc. Ichiban will come across a failing business called “Ichiban Confections,” and takes it upon himself to reinvigorate the struggling cookie/biscuit stand because sharing the same name as the company speaks destiny to him (and because he’s the most stand-up guy in Ijincho). Needless to say, a child operating a lemonade stand has more business acumen than Ichiban. This is why the professional guidance of company heiress Eri, her experienced grandmother, Tome, and the obligatory business involvement of poultry with mascot, Omelette, is imperative to the success of Ichiban Confections, with our intrepid hero serving as the heart and spirit of the operation. The goal that Ichiban must meet for the modest roadside attraction is to climb the ranks of the Ijincho corporation chain all the way to the tippy top, or at least that’s the ambitious stipulation given by the lender, the fabulously wealthy entrepreneur, Nick Ogata. Many of Yakuza’s businesses have befuddled players with their excessively stiff learning curves, but Ichiban Confections really takes the cake (no pun intended). Never in any previous capital venture has there been so many opportunities to sink the company to the sea floor, and without a proper explanation from the game on how to combat every issue that might lead to utter disaster. Essentially, the business has to meet three different quotas by the end of a financial period, which are net worth (the funds), employee morale, and overall sales, and then take part in a shareholder meeting where Ichiban and company have to deflect the complaints of three to five shareholders and pacify them. From my experience, one of these quotas will be neglected because funneling money into one contradicts the other. You need to drain the funds in order to upgrade the businesses and the employees, which will, in turn, lower the company’s net worth. All the while, most of the employees available at the start do not have the credentials to keep the businesses out of the red zone in every category. Once I learned to let the businesses roll in their shoddy shapes and put all my eggs in the shareholder basket, sufficiently combating their inevitable anger by mastering the mechanics of that portion led me to success. Soon, I took the Ijincho business circuit by storm. For those of you who aren’t as persistent with this stress-inducing side project and decide to let the cookie stand get devoured by the more profitable predators, I still recommend that you persevere through the anxiety. The profits earned through Ichiban Confections are the only substantial way to earn a high income, and turning the company into at least a contender in the rat race earns Eri as a secret partner. You’re telling me that you’re going to pass up a chance to have two hostesses unleashing “sparkling cannon” in all cardinal directions on the field? Ichiban’s party will become more feared than a guy with two flamethrowers in the Vietnamese jungle.
All optional content in Like a Dragon serves to augment the game and have the player be consistently entertained by the smattering of possibilities at their fingertips. Still, the player shouldn’t feel disappointed returning to progress the story once in a while, for Like a Dragon’s narrative is equally enthralling. What is initially established as a rags-to-riches story with Ichiban acclimating to life in a new city progressively turns into an Ijincho conspiracy that runs deeper than the gang could ever have imagined. The catalyst event for that continual arc happens when Ichiban and his crew find their employer, soapland operator Nonomiya, hung from the soapland’s ceiling in what looks like a suicide. However, a faint hearing of Chinese spoken during a phone call that took place right before his unexpected death leads the gang to investigate the tragic events under the suspicion of murder. Their investigation leads them into the inner workings of the Ijin Three, the trio of mafia factions operating in Ijincho: the endemic Yakuza family, the Seiryu Clan, Chinese Liumang, and the Korean Geomijul. Between their individual criminal schemes of social security fraud and a city-spanning surveillance system, one clandestine escapade that unites all three organizations is a counterfeiting operation that funds political protection against the invading forces of the Omi Alliance and other larger crime syndicates. Once the operation is blown wide open to the press and a coup occurs within the Liumang, Ijincho’s crime soil is ripe to be planted upon by Omi scavengers. Still, there’s the matter of how the waves of Omi Alliance termites can steal territory so easily. Back in the day, before Ichiban’s lengthy prison sentence, he was well acquainted with Arakawa’s son Masato, who was bound to a wheelchair due to having suffered from a collapsed lung as a newborn. He was presumed dead due to his debilitating handicap, but Ichiban is shocked beyond belief to learn that his old Tojo Clan ally is not only still alive, but has overcome his disability and became the governor of Tokyo (under a different name to elude his Yakuza upbringing). It would be a life-affirming success story, only if “Governor Ryo Aoki” weren’t still using his Yakuza connections to flood all of Japan with Omi Alliance influence while ousting anyone he deems as an obstacle or liability in the process. He’s also the reason Ichiban had to serve time in prison, not Sawashiro. Ultimately, what I’m trying to illustrate by summarizing the plot is how a new layer of the conspiracy is unraveled at every step of the story, reloading the sense of shock and intrigue to retain the player’s interest. Soon, the player will forget all about the alleged murder of the soapland owner because the bigger picture has blossomed and captured our attention far beyond what the initial starting point could’ve.
Eventually, the layers keep unraveling to the point where it hits an emotional, poignant core regarding Ichiban’s character. It turns out that Arakawa didn’t perceive Ichiban as a nuisance to be quelled from his presence. He meticulously shot Ichiban in a non-fatal area to have him travel to Ijincho using the trash circuit, a risky maneuver to use Ichiban in Ijincho to retaliate against his son’s political influence. Once Ichiban reconvenes with his former boss without him blowing a hole through his chest with a bullet, he and several other Omi executives make the shocking decision to dissolve the Omi Alliance. Once the decision is set in stone, Arakawa suspiciously ends up dead just like the soapland owner. We’re to believe that Aoki’s decision to kill his own father has made him an unrepentant beast who must be stopped at all costs, but a valuable piece of lore complicates this shocking action. Sawashiro confesses that Aoki is really his son that he abandoned as an irresponsible teenager, but Arakawa actually had a baby in the same set of lockers, and he took the wrong one. It’s heavily implied by Sawashiro that Ichiban is Arakawa’s lifeblood son, considering he shares the same unorthodox birth circumstances occurring around the same time. Not being blood-related to Arakawa doesn’t excuse Aoki’s disturbing decisions, but it does uncover a conversation about his character. Like Kiryu and Majima, Ichiban and Aoki represent character foils that can be compared and contrasted by their similar set of circumstances. For these two in particular, there’s a “nature versus nurture” argument at play. The source of Aoki’s domineering lust for power and control stems from feeling weak and helpless as a child due to his physical encumbrance, but who is to say that he still wouldn’t have been spoiled by special mob boss protection as a patriarch’s son anyway? The reason why Ichiban is so grateful for Arakawa and his Tojo Clan affiliates is that they were the ones who finally gave him a home and a place of belonging after being deprived of a basic human need for so long. Because the upbringings of the two could’ve swapped at a razor-thin margin of chance, who is to say that Ichiban couldn’t have become a megalomaniacal monster in a position of political power instead of the personable goofball he is today?
Awing at the convoluted plot and discussing the depth of the character relationships are common talking points on Like a Dragon’s narrative substance. However, what I gathered from Like a Dragon’s story was a biting commentary on modern sociopolitical affairs. I’ve neglected to mention Bleach Japan in the chaos of Ijincho’s conspiracy because they represent a distinct, analogous facet that reaches outside of Like a Dragon’s story. The organization's mission is to cleanse Japan of any “grey zones,” which involve any form of legal prostitution in the red light districts and any sex-oriented businesses that are turned a blind eye to by law enforcement. Using the example of brothel owner Hamako, people who are involved with this business are more kind and generous than Bleach Japan would ever give them credit for, for there’s more context behind their practices that allow them to be permissible. Still, this context doesn’t stop Bleach Japan from harassing Hamako and other sex work managers, namely protesting vociferously outside their places of business. For an organization that preaches an absolute good, they tend to use violence as a means of backlash against those who stand up to them, namely Ichiban and his crew. In reality, Bleach Japan acts as the face of Aoki’s political revolution, using the mirage of righteous progress to replace what was erased with something that benefits him, not society at large. Does anyone else see parallels between the attitudes of this fictional organization and a certain percentage of young people who feel obliged to squash anything they deem to be problematic? I don’t have to name names; if you’ve been alive and active on the internet over the past ten years, you’re aware of whom I’m referencing. It’s the most pervasive societal trend that occurred in the time of Ichiban’s prison sentence, and the game comments that giving common people this much political control is dangerous, since it's caused a seemingly impenetrable institution like the Yakuza to concede to their demands and fold like a pool towel. However, the game suggests that people who define their lives by all-encompassing, radical activism aren’t all smug, self-satisfied hypocrites, but are rather misguided pawns pulling the strings for political forces who don’t share their beliefs like they say. Kume, the gutless turd who serves as Bleach Japan’s figurehead, stabs Aoki to death once he learns that he’s not really a fighter for social justice, technically confronting the “bad guy” of the story, albeit in the most extreme way possible. It’s a devastating scene for Ichiban as his former Tojo Clan mate dies in his arms. However, the irony of this scene is so rich that it can be cut like butter, which caused me to burst out in hysterical laughter.
Once again, a Yakuza title has run me ragged. Still, like upon finishing Yakuza 0, it’s a gratifying kind of exhaustion felt after experiencing something magnificent. The Yakuza franchise intrepidly makes a radical diversion from their comfort zone of beat ‘em up combat and the continued narrative surrounding their mainstay protagonist to the unpaved territory of JRPG gameplay with another upstanding gentleman at the helm. For most franchises, they’d fumble in some aspects while attempting to rewrite so much of their foundation. Yet, Yakuza: Like a Dragon excels regardless because it retains some strong essentials to the franchise, such as its open-world free roaming, its bombastic sense of humor, and a gripping web of a crime story. The game does get bogged down with the muddy conventions of JRPG grinding at times, but the momentary upsets of this are not enough to weigh down every other glowing positive this game exhibits. I think Yakuza: Like a Dragon is of equally high quality to that of Yakuza 0, an amazing feat considering that a game with an untested mechanic is of the same prestige as the game that served as the apex point of Yakuza’s refinement. And you know what? I’ll probably come to appreciate Yakuza: Like a Dragon even more when I’m trudging through all of the Yakuza games leading up to it.