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Yakuza 3 Pre-Intro Video

Shawn Lebert, Lead Video Editor

March 13, 2010

Yakuza 3 has hit the Western shores after about a year of its market reign in Japan. Those familiar with the Yakuza series, or simply familiar with its formula, will find that this sandbox technique doesn't change direction and mimicks what made the first chapters glow. From the bustling streets of Tokyo, comes the series' protagonist once again, Kazuma Kiryu, on a mission that is not quite complete as was once believed.

Yakuza is also famous for its detailed and dark narrative, keeping fans on the edge for a relentless journey with the Chinese mafia--or yakuza. Kazuma is inadvertently forced into the drama for which he had started, cleaning a family's legacy but always butting heads with corrupt mafia men and lords amongst the vast open Tokyo world. Mass Effect may be known as an epic trilogy in the cinema sense, but with Yakuza, there is an ongoing, unabated storyline that feels like a string of incredible books.

Yakuza 3 greets the player right away with many engaging cut-scenes that will drop anyone's jaw. As it is incredibly critical with storyline, it isn't light on dialog. Sega took the subtitling approach as the game caters to the Japanese voices with English subtitles. It isn't a far cry from what anyone has experienced in the past. If reading will start some trouble, then perhaps the game isn't mean for that crowd. For the rest, it won't be bothering one bit as the Japanese voices flow pleasantly as the lip-synching works positively well. Long time fans will remember the constant cutbacks between cut-scene voice work and text bubbles. While that may be all right for some, leaving only the voice work for cinematic scenes and text bubbles in static conversations feels jarring, especially for the new generation of mechanics. Understandably, the game is pretty massive--at least it feels that way from the beginning--therefore, omitting lines here and there is expected. However, cutting back from voice work to bubbles, back to voice work is what makes conflicting moods.

There are a few subtle changes and for the better, allowing a little more personal camera freedom for the player, creating more up-close and intimate conversations with NPCs in the world. In the past, the general overhead camera may have felt too impersonal and static, making trips on the outside a tad lackluster. However, with the lively world around Kazuma, it keeps anyone intrigued enough to continue to play. It's ever more positive here with this year's graphical-powerhouse generation. Tokyo feels big and there will be a lot to explore in the hours to come. Interacting with random bystanders keeps you in the loop about what's happening in the world around the player. Even without interaction, Kazuma will hear shout bubbles from time to time on screen, making a very animated environment.

Let's just say it's tempting to get back to playing to see what stores there are to visit and what mini-games to play--something that is delightfully available and very time consuming without needing to further the main plot. Niko Bellic will have to stop by sometime to see what he's missing out on.

Look for the full review in the coming next weeks.

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