This title would not see a western release like its previous generation brethren. The game acted as a proving ground that allowed the team to try new concepts and test new hardware and they would repeat the process during the launch of the PS4 with another game taking place during the feudal period, Ryu Ga Gokotu: Ishin!. This side game, Ryu Ga Gotoku: Kenzan! was set in ancient Japan, introduced new elements such as multiple fighting forms, item storage and unlike the two mainline titles it never left Japanese shores. Rather than immediately release a new mainline entry in their domestically popular Ryu Ga Gotoku (The series? name is Yakuza in the the West) series, the team opted to create a side entry which allowed them to innovate outside of the sometimes strict confines of their ever increasingly popular series. The team that would eventually become known as RGG Studios announces their next title for the then-still fledgling PlayStation 3. Let?s go back (but not as back as the setting of this title) to 2007?s Tokyo Game Show. Ryu Ga Gotoku), American titles prior to the Like a Dragon rebranding will be referred to as Yakuza. Reviewer?s Note: The series? name is kind of all over the place, Japanese titles will be referred to it?s Romanized Japanese titles (i.e. PC Max is hybrid between PS5|SX with restrained AO like PS5 and softer shadows like SX as the highest preset.Īpples note: DF made no note of which console is a better choice between the two outside their preference of the shadow filtering on SX.Also on: PS5, Xbox Series X, Xbox One, PC PC version has only basic settings to toggle. FSR2 Quality is clearer than native 4K and the lower modes do a good enough job. PC version supports most modern upscaling techniques (FSR2, XeSS) However, PC version still suffers the one-off drops in camera cuts and 30 FPS cut-scenes with bad frame pacing just like PS5|SX PC version launched with stutter issues, but the latest patch seems to have resolved most of those Series S can have more sustained drops and heavy dips in boss fights with QTE segments, on the flip side it looks visually very similar to the big consoles (resolution difference only accounts for some softness) PS5 is a mirror to Series X in all aspects above 60 FPS dialogue scenes can drop a frame or two during camera cuts 30 FPS scenes suffer from uneven frame pacing SX hits 60 FPS in game play outside of one off drops in intensive game play and heavy QTE's in boss fights. There are also a lot of 60 FPS "dialogue" scenes that are not like the high-quality cut-scenes. All consoles target 60 FPS for game play and 30 FPS for cut-scenes. SX has stronger AO coverage and 'softer' filtered shadows which DF prefers PS5 has toned down Ambient Occlusion and sharper shadow filtering. Animations are also reused, they're fine in cut-scenes but game play can stick out compared to modern games. However, some geometry is still almost exactly the same as PS3 just in higher resolution. Uses modern rendering sensibilities like better lighting along with redone assets, character models, bokeh DoF etc. So how does the game play out on all systems? Oliver Mackenzie investigates. The bespoke Dragon engine powering the series has been replaced by Unreal Engine 4 - but the first title to see the change is actually based on an old Japan-only series entry first seen on PS3. The Yakuza franchise has evolved - not just in terms of its name but also its key technology.
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