A fight for sore eyes

Last year, Ryu Ga Gotoku Studio head Toshiro Nagoshi claimed that Judgment’s gameplay and story was going to be ‘drastically different’ to Yakuza.
Here are three pairings that are drastically different from one
another: an energy-saving light bulb and the Spice Girls, Loyd
Grossman’s thai green curry and a filing cabinet, a trainee barista and a
bottle of Domestos. Your enjoyment of Judgment can be summed up in the
answer to one simple question: do you like the Yakuza games? If you
answered ‘yes, I do like the Yakuza games,’ then you’ll most certainly
enjoy Judgment, because it is far from ‘drastically different.’
This isn’t just for those that played catch up with Kazuma Kiryu after Yakuza 0,
though. Judgment is for those of you that watched from afar, curious
and captivated by the ridiculousness, but cautious of an already
established franchise. Yes, the similarities are plentiful, and a shift
in certain areas would have been appealing, but Judgment tells its own
wonderful story that doesn’t require a Bachelor's degree in developer
Ryu Ga Gotoku Studio’s past.
In the Tokyo district of Kamurocho, over the course of four months,
three Kyorei Clan yakuza have been brutally murdered. It’s initially
believed that these killings are a result of a turf war with the Tojo
Clan, but disgraced lawyer-cum-detective Takayuki Yagami isn’t
convinced. Each victim has had their eyes gouged out, so as far as he’s
concerned it’s clear there’s a serial killer on the loose, knocking off
members of the Kyorei Clan, and he’s hellbent on finding out why. It’s a
juicy murder mystery that’s laced with thrilling moments, and it makes
you question who you can trust right up until the conclusion. There’s
more than enough twists and turns to keep you engaged throughout.
As deliciously and reassuringly melodramatic as Judgment is, one
reason its story is so successful is the contorted, yet valiant, goal of
the antagonists. There are few true villains in Judgment; instead,
there are people with the best intentions that have been lead astray.
Cogs in the machine have begun to turn a blind eye to corruption,
because they’re being told the needs of the many outweigh the needs of
the insignificant. It’s a spicy moral dilemma meatball. Obviously there
are some bastards sprinkled in, too, and yeah, they’re just bastards.
Well-voiced bastards, it must be said.
If I was playing Judgment for fun rather than work, I’d probably have
opted for the Japanese VO track. I’d become accustomed to playing
Yakuza that way, so I was more than sceptical when I found out Judgment had English-speaking voice actors. It just felt wrong.
Although, after 50+ hours of listening to Hamura’s snarl, Shono’s
wobble, and Saori’s aloofness, I can’t imagine playing it any other way.
Even when it all gets a bit soap opera-y, the fiction believes the
delivery is true. Every emotional yelp, each indulgent monologue, and
all silly interactions are authentic, because everyone in this world has
confidence in what’s coming out of their mouths.
English VO work isn’t the only thing that sets Judgment apart from
its sister series. Yagami is a detective, rather than a yakuza, so he
can occasionally get to the bottom of issues without using his fists.
Often, missions (delightfully referred to as ‘cases’) will incorporate a
few aspects that refreshingly diversify play. Chase sequences – as seen
in some Yakuza games on PS3 – see you leg it down the street after
someone (or something, like a toupée … yep), following
on-screen button prompts. They’re a nice breather due to their
infrequency. Likewise, the first person search mode breaks the action up
by having you scour an area for items and persons of interest. And the
two variations of lock picking are surprisingly satisfying. There’s also
a conversation system wherein you have a number of dialogue options,
and if you make the right choice, you’ll get an SP bonus. All in all,
mostly pleasant activities that serve their purpose. The tailing
missions, not so much.
I get that stealthily pursuing a suspect from a distance is something
a private investigator would be called to do from time to time, but
it’s rarely fun in video games, and Judgment is no different. Hugging a
street sign or car bumper, while you wait for your mark’s suspicion bar
to go back to zero, is terribly boring. The target’s rigid path means
there’s little for you to do but follow the orders of the game by hiding
in the highlighted areas, and just wait for it to be over so you can
get back to the bits that don’t completely kill momentum, like the many
terrific side quests.
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Judgment’s optional missions are split into three categories: Side
Cases, Friends and Girlfriends. Side Cases, as the name suggests, are
paying jobs that Yagami picks up from the general public; Friends are
people that are dotted about the city, looking for you to fix what ails
them; and Girlfriends are a small group of love interests that Yagami
can date. As you progress, you’ll see all three intertwining – a solved
Side Case resulting in a new pal, say, or a Friend showing up while
you’re on a date. This gives more weight to these substories, as well as
the characters within, and makes the world feel more alive.
Like Yakuza, the theatre in the main story is beautifully offset by
the absurdity here. There’s a haunted flat that a couple want you to
look into, a chance to dress up like a vampire, a cringey celebration of
a steakhouse owner, and a lot more on top. When Judgment applauds the
wackiness in humanity, it’s an absolute joy. When it zeroes in on
sleaze, it’s not.
Ryu Ga Gotoku Studio is so good at being a bit cheeky. That bawdy
comedy that was popular here in the ‘60s and ‘70s is utilised so well in
the Japanese developer’s games… for the most part. It does get
uncomfortable when sauciness becomes sleaze. Like the Yakuza games, I’m
aware that certain things won’t translate to a Western audience, and
that’s fine. Part of the studio’s allure is that what they make likely
wouldn’t work in the hands of a European or American developer. But
there are a couple of lingering camera pans over characters, as well as
some choice lines of dialogue, that feel troublesome. It’s clear the
team has the ability to show restraint, so it’s a real shame when they
opt to lean in on creepiness.
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Also disappointing are the new mini-games. If you’re familiar with
the Sega studio’s back catalogue, you’ll be happy to see returning
distractions, like baseball, darts, poker, mahjong, and arcade games.
And it must be said, hitting a home run or getting a nine-darter is as
satisfying as it ever has been. It also means the mediocrity of Dice
& Cube and drone races is more pronounced when other, better
activities are vying for your attention. So, Dice & Cube is a weird
board game filled with fistfights and lock-picking, and is both
completely average and, thankfully, mostly ignorable. Drone races see
you and a group of others fly your awkward little robots along dull,
makeshift tracks overtop Kamurocho, and these, too, can mercifully be
disregarded for other fun exercises, like punching and kicking.
Takayuki Yagami has two fighting styles: Tiger and Crane. Crane
incorporates wide, sweeping kicks that are better utilised against a
group of thugs; while Tiger’s more concentrated punches are what’s
recommended in a one-on-one situation. Yes, the combat is really like Yakuza, but little changes, like the ability to perform moves off of walls, make enemy encounters feel more fluid than Yakuza 6.
There are few things more satisfying than launching yourself off a shop
window and driving your boot into the face of an unsuspecting goon.
Judgment isn’t ‘drastically different’ from Yakuza. It’s set in the
bustling Kamurocho, features a story that’s loaded with intrigue, and
grunts that drop iron plates when they fall. I can’t help but feel like a
trick was missed by not going further with the fact that Takayuki
Yagami is a detective; the game seldom trusts that you’ll be able to
piece together the clues of a case, and insists on you following a
waypoint instead of using your brain. With that said, the things that
set Yagami apart are more hit than miss: the English VO track is
sublime; most of the investigative wrinkles are pleasant; and this story
is his, not Kazuma Kiryu’s.
Developer: Ryu Ga Gotoku Studio
Publisher: Sega
Available on: PlayStation 4
Release Date: June 25, 2019
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