[0:04] I've been a fan of the Yakuza or like a [0:06] dragon series since the very beginning. [0:08] As a magazine writer, I was lucky enough [0:10] to visit Sega's headquarters in Tokyo [0:12] during the development of the original [0:14] PlayStation 2 title way back in 2005. [0:17] And in my years at IGN, I've reviewed a [0:19] number of the remakes, sequels, and [0:20] spin-offs of RGG Studios longunning [0:23] crime series. At this point, I've [0:25] invested hundreds of hours into beating [0:27] the absolute snot out of Japanese [0:29] mobsters, either via the button mashing [0:31] combo based style of the original [0:33] adventures or the turn-based RPG form [0:35] that's become core to the most recent [0:37] mainline entries. Thus, I feel pretty [0:39] well equipped to handle anything that [0:40] RGG Studio can throw my way at this [0:43] point, which is why I was so shocked [0:44] that the new combat system in upcoming [0:46] series prequel Stranger Than Heaven so [0:48] completely kicked my ass. [0:53] At a recent Billy Billy game first look [0:55] event in Shanghai, I got some brief [0:57] hands-on time with a brawling based demo [0:59] for Stranger Than Heaven. My first [1:01] attempts at its allnew street fighting [1:03] style felt harder than hell. But after [1:05] slowly getting to grips with it over the [1:07] course of my 30-inute demo, I began to [1:09] feel confident that this is exactly the [1:10] sort of substantial shift that the Like [1:12] a Dragon fighting formula has needed for [1:14] quite a while now. [1:22] To be clear, I'm not suggesting that RGG [1:24] Studio needs to scrap the turn-based [1:26] combat system that it introduced in [1:27] Yakaza: Like a Dragon and later evolved [1:29] in Like a Dragon Infinite Wealth. The [1:32] novelty of that JRPG style system is yet [1:34] to wear off for me, largely because it [1:37] allows for so many hilarious special [1:38] moves and a more strategic team-based [1:40] dynamic in each scrap. I'm talking about [1:42] the more traditional beat him up system [1:44] that has effectively been offloaded onto [1:46] the series spin-offs in recent years. [1:48] RGG Studio may have introduced a [1:50] briefcase load of James Bond gadgets in [1:52] like a Dragon Giden or cutlesses and [1:55] flint locks in Pirate Yakuza, but the [1:57] actual fighting mechanics of those combo [1:59] based systems has remained unaltered for [2:01] the most part. Even though I still enjoy [2:03] them, I can't pretend that they don't [2:04] feel a bit too familiar at this point. [2:09] Stranger Than Heaven's heavily [2:11] overhauled scrapping then feels like the [2:12] kick in the pants followed by a violent [2:14] uppercut to the jaw that like a dragon's [2:16] aging fisticuffs has been crying out [2:18] for. Forget about chugging in-game [2:20] energy drinks to pump up your heat gauge [2:22] and then button mashing hordes of street [2:24] thugs into oblivion like in previous [2:26] Kazamakiruddled adventures because [2:28] stranger than heavens gangs are liable [2:30] to quickly kick you to the curb if you [2:31] don't have your wits about you. The new [2:33] setup that uses the controller's four [2:35] shoulder buttons to effectively [2:36] puppeteer the left and right fists of [2:38] protagonist Makoto Daito sure takes some [2:41] getting used to. Both in terms of [2:43] smoothly alternating his punches and [2:44] also anticipating the direction of [2:46] incoming attacks and parrying them [2:47] effectively. But after finally falling [2:49] into a rhythm with it after my first few [2:51] failed attempts, it felt incredibly [2:53] satisfying to pull off. [2:58] I felt I had to lock in for absolutely [2:59] every exchange in every combat [3:01] encounter, which meant that my eventual [3:03] victories felt far more earned than the [3:04] lazy bicycle swinging beatdowns of [3:06] previous Yakuza and Like a Dragon [3:08] installments. [3:14] Though its learning curve is initially [3:16] steep, it ultimately feels like the most [3:17] grounded form of street fighting that [3:19] RGG Studio has ever designed. In fact, [3:22] its more rough and tumble realism [3:24] reminded me of the melee system in 007 [3:26] First Light. Only it felt like I had far [3:28] more direct control over the moves I was [3:30] pulling off thanks to the dedicated [3:31] right and left attack setup. For [3:33] example, as I wielded a large crowbar in [3:35] my right hand while tackling a gang of [3:37] six or so asalants, one of the goons [3:39] grabbed hold of the end of my weapon and [3:40] attempted to wrench it out of my grasp. [3:42] To my surprise, while I was locked in a [3:44] temporary tugof-war, I still had full [3:46] control of Makoto's left hand, which [3:48] allowed me to throw a few jabs at a [3:50] second attacker attempting to blindside [3:52] me. I then grabbed him by the scruff of [3:54] the neck and knocked his skull into the [3:55] first thug, taking them both out and [3:57] allowing me to resume my crowbar based [3:59] bullying. [4:04] >> Having said that, Stranger Than Heaven's [4:06] combat is not without its issues, at [4:08] least in its current state. I found that [4:11] the soft lock on that aligns Makoto with [4:13] each opponent would occasionally slip, [4:15] sending me swinging wildly in the wrong [4:17] direction and leaving me vulnerable to [4:18] attacks from the rear. [4:22] >> Also, while I enjoyed the generally [4:23] weighty feel to each and every blow I [4:25] landed, some of the charged up attacks [4:27] with heavier weapons seemed a touch too [4:29] sluggish for my tastes. [4:33] Of course, with Stranger Than Heaven not [4:34] due for release until early next year, [4:36] there's still time for RGG Studio to [4:38] tighten things up. Still, my overall [4:40] impression of Stranger Than Heaven's [4:42] more challenging brawling system is a [4:44] positive one, and its dramatic shakeup [4:46] leaves me feeling optimistic that combat [4:48] won't be the only area of the adventure [4:50] where the developers are taking a big [4:51] swing. I'm hopeful that this will [4:54] present the perfect opportunity for RGG [4:56] Studio to hit the reset buttons on all [4:58] aspects of it longestablished like a [5:00] dragon template, from mission design to [5:02] the interactive nature of its world and [5:04] the methods we use to explore it. For [5:06] example, the audio recording feature [5:08] that allows Makoto to record sound [5:10] samples from the world around him and [5:11] then convert them into musical [5:13] compositions certainly sounds cool on [5:15] paper and already seems like it could be [5:17] far more involved than the simple [5:18] rhythm-based buttontapping of the [5:20] karaoke miniame that's been recycled in [5:22] every Yakuza and Like a Dragon release [5:24] since Yakuza 3. [5:29] I also wonder what other new diversions [5:31] there could be, especially given that [5:33] the story's 1915 to 1965 setting [5:36] presumably prohibits the use of the [5:38] usual modern side activities like Club [5:40] Seagas and Master System cartridges [5:42] found in other Like a Dragon stories. We [5:45] already know that there'll be arm [5:46] wrestling mini games, but could there be [5:47] old school pachinko parlor as well? And [5:50] given that the events of Stranger Than [5:51] Heaven span the course of five decades, [5:54] will those side activities evolve with [5:56] each leap forward in time? Not to [5:58] mention the change in each of the five [5:59] city settings. You'd think that by the [6:01] time the story arrives in 1965 [6:03] Shinjjuku, we should be able to try out [6:06] virtual versions of the [6:07] electromechanical amusements that Sega [6:09] famously pioneered during that decade. [6:11] I'm desperately keen to learn more [6:13] because so far I've been pretty excited [6:15] by everything that RGG Studio has [6:17] revealed. Well, I mean, except for the [6:19] Tupac thing, of course. Why on earth is [6:22] Tupac in Stranger Than than Heaven? [6:24] Well, much like the gang of burly thugs [6:26] I encountered in my hands on, it beats [6:28] the hell out of me. [6:32] >> Sure, it makes sense that Snoop Dogg is [6:33] in the game because Snoop Dogg is in [6:35] basically everything at this point from [6:37] televised singing contests to carrying [6:39] the torch at the last Olympic Games. [6:41] Surprise, mother. You watching my brand [6:44] new show? Surprise, mother. was Snoop [6:46] Dogg and mother, you've been surprised. [6:49] But having the late great Tupac [6:50] resurrected in a 2027 video game for no [6:53] clear reason just feels a bit off to me. [6:56] Then again, I'm generally opposed to [6:58] digital zombies in any modern media, no [7:00] matter who signs off on it. I can't [7:02] watch the CGIed Peter Cushing reprise [7:04] his role as Moff Tarkin in Star Wars [7:06] Rogue One without sensing a great [7:08] disturbance in the Force, for example. [7:11] >> You have made time an ally of the [7:13] Rebellion. [7:15] However, that doesn't prevent me from [7:16] re-watching Rogue One from time to time, [7:18] and nor will the somewhat baffling [7:20] inclusion of Tupac deter me from lunging [7:22] fists first into Stranger Than Heaven [7:24] when it arrives in January 2027. Despite [7:27] the fact its story takes place in the [7:29] same fictional Japan as the Like a [7:30] Dragon Saga, Stranger Than Heaven feels [7:32] as though it's determined to establish [7:34] its own identity. At least if its fresh [7:36] feeling and fiercely challenging [7:38] fighting system is any indication. [7:40] Here's hoping that in all facets, [7:42] Stranger Than Heaven finds the team at [7:44] RGG Studio performing stronger than [7:46] ever. [7:57] >> For more IGN looks at upcoming games, [7:59] check out our previews of Tomb Raider: [8:00] Legacy of Atlantis and Alien Isolation [8:03] 2. And for everything else, stick with [8:05] IGN. [8:08] Hey.