When you get to that mission, it might involve doing something other than fighting. When you’re getting tired of combat, you find that you can sort of thread the needle between a few groups of enemies to a fast travel location and zip over to your objective without engaging in needless fisticuffs. Just when you are thinking you might be getting tired of the grim crime drama, a goofball comedy detour lightens the mood. Likewise, odd little narrative asides in Judgment, for instance, happen infrequently enough to be a charming diversion. It’s true that you can’t across Yakuza’s venerable Kamurocho setting without getting into a few fights, but the random encounters don’t feel anywhere near as smothering as they do here. Now you could apply this description to any game in the Judgment or Yakuza series, so I’ve been trying to figure out why I have liked those games and find myself, after about 14 hours, struggling to get through each chapter of Ishin. A cutscene will play, and you’ll probably be sent back the way you came, so you can do all this again. You look on the map: you have about 15 blocks of this before you get to the next place you are trying to go. You walk a few steps, turn the corner, and there’s another group of bandits who rush to fight you. Then you get another dozen steps down the street and yet another group of random crooks comes rushing at you in need of a beating, which you give by mashing the same handful of buttons in a loose order until they all lie defeated. Then the cutscenes end, you take a few steps down a busy city street as the camera lurches gracelessly with every press of the sticks, and then you’re pulled into a scripted dialogue with a woodcutter who needs you to play a wood-chopping minigame, for which the game pays you in the currencies of money and “virtue”.
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