[0:00] Michael here with IGN and I am at Summer [0:02] GameFest and I just played the game I've [0:04] been looking forward to since it was [0:06] announced, Stranger Than Heaven. I got [0:08] to play a three-part demo and you know [0:10] what? It's not quite what I expected. [0:18] So, to kick things off, combat works [0:20] very different from any of the other RG [0:22] games you may have played. Yakuza, Like [0:24] a Dragon, Judgment, any of those. This [0:26] is very different. Yes, they have gone [0:28] back to action combat, but it controls [0:30] so differently from the action brawlers [0:32] you may have played in the past. So, the [0:34] way this works, the bumpers and the [0:36] triggers control each limb of the main [0:38] character. So, the right bumper is a [0:40] right fist, the right trigger is the [0:42] right foot, and the same for the left [0:44] side. And you have to create these [0:46] combos with each trigger pull and kind [0:48] of be aware of the spatial area in which [0:50] you are fighting all these enemies. and [0:52] you can do some crazy things with it [0:54] where you can hold one enemy to the [0:55] side, be punching another guy to the [0:57] left side. It's a lot more complex than [1:00] what RGG has done in the past, but the [1:02] combat is also a lot more deliberate. [1:03] It's a lot slower, and I wouldn't call [1:05] it sluggish necessarily, but you do need [1:08] to be a lot more thoughtful about the [1:09] actions you take in combat. You can't [1:11] just button mash. This is not a button [1:13] masher at all. So, the first part of the [1:15] demo was pretty simple. I ran into a [1:17] group of goons in the middle of the [1:18] street and I got to get my feet wet with [1:21] how all of the different controls work. [1:23] So, it's a little tough when you're [1:24] working with crowds though. If you're [1:26] fighting like four or five different [1:27] enemies because there isn't really a [1:28] lock on. It's more of like a magnetic [1:30] targeting. It's a little hard to kind of [1:32] get your head around who you're actually [1:34] attacking when you press any of the [1:36] inputs. But I think it allows for a lot [1:38] more flexibility. You are in control of [1:40] each attack and you kind of need to [1:42] think ahead of how you're going to [1:44] control the character. And the thing [1:45] about it being a little slower is that [1:47] you can get locked into frame [1:48] animations. And so the thing I'm getting [1:50] my head around is what the frame timing [1:52] is because you also have a dodge and you [1:54] also have a block. And those you [1:56] absolutely need to know how to use. So [1:58] you really need to wrap your head around [1:59] how those things work. And you can get [2:01] perfect timed dodges to create a slow [2:04] motion and an opening in which you can [2:06] really do some more damage. Or you can [2:07] just rely on a block. But you also have [2:09] a stagger meter that you need to worry [2:11] about in the bottom left of the screen. [2:12] And when enemies stagger you, you fall [2:14] to the ground and then it becomes a [2:16] whole different thing where you just [2:16] need to like wait it out or dodge their [2:18] ground attacks. So there's a lot of ways [2:20] in which you are vulnerable in a way you [2:22] just haven't been in other action games [2:24] from RGG Studio. So it's a very short [2:26] demo, so I had very little time to [2:27] actually get to grips with it. But once [2:29] I got my head around directional dodges, [2:31] that's the thing that you really need to [2:33] learn. You can't just back away. You [2:34] can't just dodge roll out of the way. [2:36] You need to be a little bit more [2:37] aggressive and you need to dodge around [2:38] characters so you can get the opening [2:40] that you need to actually knock them [2:41] out. And the way you also have command [2:43] grabs works really well where you pull [2:44] both triggers and then the character [2:46] will go into a grab mode, throw them to [2:48] the ground, and then you can do your own [2:49] ground attacks. And this is happening [2:51] while you're fighting a big group of [2:53] guys. And again, like I said, you need [2:55] to think about what your moves are [2:57] because again, you can get locked in [2:59] these animations and you're vulnerable [3:00] often. So, the last part of the demo was [3:03] really difficult. It was a 1v one boss [3:05] fight with what's ostensibly a super [3:07] boss. And this is where I started to [3:09] think to myself, is RGG doing Dark Souls [3:12] style combat? Now, by no means are they [3:14] trying to do a Dark Souls game? That's [3:16] not what this is, and that's not what [3:17] I'm saying. But it is this 1v one boss [3:20] fight where you take a lot of damage. [3:22] They have a lot of health and you kind [3:24] of have to really be on top of your game [3:26] lest you die in the middle of the fight. [3:29] So, I'm not going to lie to y'all, it [3:30] took me like five or six tries to defeat [3:32] this guy. And maybe like Mr. shakedown [3:34] from Yakuza Zero. That that's a tough [3:36] boss in that game, right? But he doesn't [3:39] compare to this. After my fourth or [3:40] fifth try, I got him down to like a [3:42] sliver of health and then there's [3:44] another phase in which he has a onehit [3:46] attack essentially knocks you to the [3:48] ground and stabs you and you're done. So [3:50] that speaks to the difficulty that is [3:51] part of Stranger Than Heaven. Now again, [3:53] they were dropping us in the middle of [3:54] the game. So after 10 minutes, it's [3:56] like, well, guess what? You're going to [3:57] have to learn how to fight one of the [3:58] hardest bosses in the game. So, I do [4:00] think there will be a ramp up so you can [4:02] hold your own against these kinds of [4:03] bosses, but you also have to account for [4:04] other things like the weapons that you [4:06] have. So, you don't just have fists. You [4:08] have a crowbar, you have knives, and the [4:10] way you cycle through those weapons to [4:12] create openings can be an interesting [4:13] aspect of the combat. So, the demo I [4:15] played here at SGF again was all combat. [4:18] There was no story. But I think that was [4:19] the number one question I had going into [4:21] this game. Of course, the showcases we [4:22] saw before gave a deep dive into the [4:24] kind of story that they're trying to [4:26] tell. But this was the one question I [4:27] had was how combat was going to be [4:29] because they had stressed that they're [4:31] going more in-depth. And yes, they are. [4:33] The thing is, I respect the approach. [4:36] I'm not sure if I'm entirely on board [4:38] yet. So, difficulty is one thing, and I [4:40] kind of like that RG is focusing in on [4:42] making their games a little bit more [4:44] deeper when it comes to combat and [4:45] challenging you a little bit more. I'm [4:47] sure with time I can figure out deeper [4:48] combos and how to get around these [4:50] enemies. But for now, I'm focused on how [4:52] movement works in this game because I [4:54] think that's the part I'm getting hung [4:55] up on. As someone who plays a lot of [4:57] fighting games, who has played all of [4:58] RG's action games, I think being nimble [5:00] was a thing I liked a lot about those [5:02] games, but this is very different and I [5:04] just need to see more of it. So, there [5:06] was no story in this demo, but I did get [5:09] to see what the rest of that world looks [5:10] like. This is a game that takes place [5:12] across five different cities in five [5:14] different time periods in Japan's [5:16] history. So to see all these different [5:18] cities alive in a way that Kamaroo is in [5:21] the old Yakuza games was really nice to [5:23] see and it feels like a generational [5:24] jump in that regard. And if you haven't [5:26] paid attention to any of the story that [5:28] has been shown in showcases, this is one [5:30] of RGG's boldest stories that they're [5:32] going to tell. It's about a half [5:34] Japanese, half American man who is [5:36] escaping persecution in the United [5:38] States, going back to Japan, but also [5:40] struggling with the idea of finding a [5:42] home. And this is such an interesting [5:44] thing because if you've seen any of [5:45] those demos or showcases, this is a game [5:47] that focuses on music. And I think [5:49] that's one of the most interesting [5:50] aspects of it. Now, I didn't get to hear [5:52] much of the soundtrack, but I think it's [5:53] also a story theme where this is how he [5:56] finds his connection with people in [5:57] Japan and people in America. So, [5:59] Stranger Than Heaven is working with a [6:01] lot of interesting ideas, including the [6:02] fact that it is tied to the rest of the [6:04] Yakuza games. The Tojo clan is part of [6:06] this story and it is tied to that, but [6:08] it's not exactly a prequel and it's not [6:10] exactly a direct relation to the Yakuza [6:13] games, but it is sort of an origin story [6:15] of how people push to the sides of [6:18] society, how they find a living, how [6:20] they survive in those streets, and the [6:22] things that they resort to. kind of [6:23] tells you what the underground criminal [6:26] organizations of Japan at the time were [6:28] like and the reasons why those things [6:30] exist. And that was part of the [6:32] conversation I had with Masayoshi [6:34] Yokoyama, the director of this game when [6:36] I did an interview. So I also asked them [6:37] about the historical context in which [6:39] they're working with because this is a [6:40] tumultuous time in the world and [6:42] especially with Japan with World War II, [6:44] Imperial Japan. And I asked about how [6:46] that's going to impact the rest of the [6:47] story or how that's going to inform the [6:49] things that happen to our main [6:50] character. Of course, he said that we're [6:52] going to have to wait for the game, but [6:53] he also spoke to again what I mentioned [6:55] about criminal organizations and the [6:58] reasons why people resort to them in [7:00] trying times. And that is kind of the [7:02] ethos of the Yakuza series, right? You [7:04] see a lot of characters who are [7:05] desperate, who have to resort to these [7:07] things and the emotional stories that [7:09] are attached to that. That's kind of the [7:10] expectation going into Stranger Than [7:12] Heaven. But also, I think the bar is [7:13] higher now because it is a game that [7:15] takes itself more seriously. and he [7:16] said, "Yes, there is a serious side of [7:18] Yakuza, but it's also like a goofy game [7:19] that has a lot of levity, but Stranger [7:21] Than Heaven is trying to go for that [7:23] more serious tone." And I think it kind [7:25] of has to because it is working with [7:26] more serious elements here, especially [7:28] when you consider the history in which [7:30] this game is taking place. There are a [7:31] lot of elements they're working with [7:32] there that I need to see for myself when [7:35] this full game comes out. Now, there's [7:37] no ignoring the fact that Tupac is in [7:39] this game. Rest in peace to a legend, [7:40] but he's been gone for 30 years, and I [7:42] do think it's a little awkward to [7:43] include him here. Yokoyama did mention [7:46] that Snoop Dogg was part of the [7:47] selection process for who this character [7:49] was going to be. So maybe it's going to [7:52] work. He did mention that there was a [7:54] reason why they brought him in because [7:55] there's a theme of music in this game [7:58] and the bridge between Japan and America [8:00] and how that's a binding factor. But in [8:01] a game that takes place between the [8:03] early 1900s to 1960s, not sure what [8:06] they're trying to do here. And [8:07] regardless of the fact that they said [8:09] that they went to Tupac's estate and [8:11] actually got approval for it and [8:13] everyone involved was excited about this [8:15] inclusion, there's no denying the fact [8:17] that someone who's been gone for 30 [8:19] years is included in this. And I guess [8:22] you'll just have to see for yourself. I [8:24] am excited about the casting they have [8:26] in this game. They have Tory Kelly, they [8:27] have Otto, they have Snoop Dogg, who [8:29] seems like a really interesting [8:30] character who is going to be important [8:32] to the story. And I still think RGG has [8:34] it in them. They've been great [8:35] storytellers in the past and they've [8:37] told emotional stories that I still [8:39] remember to this day. But I hope they're [8:40] not out of their depth with this. And [8:42] again, this was just a gameplay and [8:44] combat demo, but we'll see when the game [8:46] comes out in January next year. We've [8:48] seen so much more at Summer GameFest, so [8:50] for all of that, stick with IGN.