---
title: 'Stranger Than Heaven Second-Take Preview: Combat Seems Harder Than Hell, and that''s a Good Sign'
source: 'https://youtube.com/watch?v=WgUueFZI6bg'
video_id: 'WgUueFZI6bg'
date: 2026-06-21
duration_sec: 505
---

# Stranger Than Heaven Second-Take Preview: Combat Seems Harder Than Hell, and that's a Good Sign

> Source: [Stranger Than Heaven Second-Take Preview: Combat Seems Harder Than Hell, and that's a Good Sign](https://youtube.com/watch?v=WgUueFZI6bg)

## Summary

A veteran Yakuza/Like a Dragon fan and IGN writer shares hands-on impressions of the upcoming prequel *Stranger Than Heaven*. The new combat system, which uses shoulder buttons to control each fist independently, is initially punishing but ultimately feels like a refreshing, grounded evolution for the series.

### Key Points

- **Author's Background** [0:04] — The writer has been a fan since the original PS2 Yakuza, visited Sega HQ in 2005, and has reviewed many series entries.
- **New Combat Difficulty** [0:44] — The new brawling system in *Stranger Than Heaven* completely kicked the author's ass at first, feeling harder than hell.
- **Not Replacing Turn-Based** [1:22] — The author clarifies they aren't suggesting scrapping the turn-based RPG system; they're talking about the beat-'em-up system used in spin-offs.
- **Overhauled Scrapping** [2:09] — The new system uses shoulder buttons to puppeteer left and right fists of protagonist Makoto Daito, requiring smooth alternation and parrying.
- **Grounded Realism** [3:14] — The combat feels like the most grounded street fighting RGG Studio has designed, reminiscent of 007 First Light's melee but with more direct control.
- **Current Issues** [4:04] — Soft lock-on occasionally slips, and charged attacks with heavy weapons feel too sluggish.
- **Overall Positive Impression** [4:33] — Despite issues, the author is optimistic that the combat shakeup signals broader innovations in mission design, world interactivity, and exploration.
- **Tupac Inclusion Questioned** [6:11] — The author finds the inclusion of a digital Tupac baffling and off-putting, but it won't deter them from playing.

## Transcript

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