… they call themselves weebs. I’m okay with that. The anime – all good. The sterile JRPG game environment – they have assumed it as something not needing to ever be thrown out or changed. I’m about to tell you just how Yakuza 0 has failed the “sterile” JRPG game environment… how the weebs should draw a line at this point. The truth is that the old-school turn-based battle system and how it has been placed in old-school video game products is very good, if never remembered for the simple beauty. This very ungame-y experience it was – literally just walking around a world of no gameplay. How sterile, nobody ever said. And then, with great fanfare and eye-melting effect (the game was telling you, “don’t be alarmed, I really really want this thing happen with my fabric,”) that stuff literally dissolved away. Left in its wake was something completely different. It was a different place… it had its own rules. Only a player’s imagination linked these two – that is, linked the disappeared with the actively present. You were now controlling the arrow or the selective underline or the selective box on an interface, the character-you-had-been-previously-controlling’s image resembling its map-traversal self but, too, a separate 3D model and it was then, also, just an NPC or some sort of never-admitted-as-being one “choose your own adventure” movie character following the interface’s commands in many dexterous and gymnastic ways which were completely free of the interface’s ruling. You couldn’t move Cloud in such a way, you couldn’t meta-command Cloud on how to precisely follow the instructionally-limited two word long command to do it – any attack that you/the interface ordered. (The model had this freedom from you both, to an extent. It had its own soul, at least.) It was sneaky and clever and lovely, this back-and-forth transition (or should I say, non-transition. My “imagination” was all that linked or blurred the two products together, in actual fact, as I’ve said). And it fooled me into accepting the “Walk Around Gameplayless Map” part, more than that, fooled me into thinking I was, exclusively doing so there, directly partaking in the same “narrative action” of that interface gameplay (with that direct control of Cloud). D-pad to move. The truth was right there all along. There were no foes in “D-pad to move” Cloud’s map.
I don’t want modern JRPG’s to dial back on the transitions (or fooling non-transitions) and I don’t want Yakuza 0 to give me control over a supposed single 3D model entity who is, literally, made up of two different entities. It cancels all the fun out. You don’t go to other places, better places, with such a setup. Map Traversing Ryu, who can’t do anything but run, collect inventory items and talk to NPC’s. Street Fighter Ryu, who doesn’t do any of the former beyond running (well, of course he may run in both, so what?) – takes on an otherwise 100% different animation set, for God’s sake, to Map Traversal’s.
One’s animations – these always run on repeated loops, they tap the occult principal of rhythm. All function with their own rhythms. Change the animations entirely, look sonny, it “disappears” the entity, buries it under the otherwise unchanged 3D model (now possessed by a new game, a new entity, a new place that cries for more).
It’s why it’s so fitting that in most other games, when a massive shift-over in entity happens, you actually enter a special, powered-up suit or vehicle… or the new entity is the same “character” as the first entity but is now armless, or younger, or powered-up – in other words, the 3D model itself is changed. The person is changed. There’s a sense of no going back, at least, without another physical change. This isn’t afforded to Combat Ryu by his sticked-on fire/glow effect.
The fire/glow in combat mode begins a few seconds too late. The optimum time for it to happen is during those little “duck goon’s swing, enter stance,” cutscenes. Ready, Set, Go. The fire is only coming in after Go. If the fire were a “tangible” thing that Ryu needed to activate so he “would” fight – say that it’s his “fighting power” or something, his capacity to even move like that, never mind the damage output level – if this fire was to serve as the “missing link” between the two Ryus then it would be “intentionally activated” by the man himself to an extent (he wouldn’t be required to be literally “activating the fire effect” as if he were a player activating his Demon Dante but he would need to show some sort of *click* moment, some sort of internal change, the fire being a kind of unmentioned side-effect) by Ryu in-cutscene (sort of DBZ style) when he would be getting ready to fight. What actually happens is that… when it appears, well, it’s just there when the fight has started. Ryu’s Ready, Set, Go! is out of sync with it, or rather, is lacking it. When you swap styles and the fire changes colour, that’s done with the right timing but that wins no points. No developer would ever make the mistake of putting that particular change out of sync as the “change” is tied to a button press, reporter.
The fire is superfluous and unexplained, really, just as jarring as that break of consistency in everything else. A visual reminder of the void between Map Traversal Ryu and Combat Ryu in the first place, ironically trying to bridge it. In other combat gameplay in other games, this kind of “Combat Ability being unlocked by the character’s activated Power Mode” thing is available to be there, note, for the “whole of their game.” (… another reason why the style-swapping in Yakuza 0 doesn’t especially bother me, reporter, or rather, only bothers me insofar as that it’s a part of the collection of things that separates Map Traversal Ryu from Combat Ryu; it doesn’t bother me how it is available-at-all-times within its whole, self-contained, [wrongly self-contained – but still successfully self-contained, as far as that goes] package.)
Just avoid the whole JRPG Sterile Environment thing altogether, developer. Let the player “switch” not just between the different colour fires at will, when there’s fire – let the player have control over when they should switch between “fire” and “not fire.” Boom. Ryu is complete as a videogame character. Everyting is there for the whole game. Keep the “Ready Set Go” cutscene for fight-zone set up purposes – for sneaking in, off-camera, the cheering peds who act as edges of the ring.
Now, lastly, the worst part. There are these goons who run at you in the map. They see your Map Traversal Ryu and run at him. They are not making movements towards your Map Traversal Man because they want to engage in some sort of way with Map Traversal Man. They want to “disappear” him; when that “combat encounter they’re wanting to trigger” kicks off, they’ve already done their job, that’s why the fights as Combat Ryu with them – why the victories over them – are unsatisfying to me. They’ve dominated and snuffed, out of existence, Map Traversal Ryu before even delivering their supposed first attack upon Map Traversal Ryu – because Map Traversal Ryu is not who they punch, that Ryu experiences his last moments of “life” as their prey with no way to defend himself from those thugs.
2 Years Later
No, I do remember Yakuza 0. I haven’t revisited any game, in fact. I find that it’s easier to “feel that you know them” by “proving this to yourself” by “remembering them,” continuing the sense of fulfillment (the belief you’d properly “absorbed” the abstract lesson or, perhaps – even more abstract – the brain-juice mental transference/download the game had in mind for you to take from itself) that motivated you to stop playing a game in the first place, to move on. This false confidence that is memory – that you, back then, did not only have the comprehensive experience but absorbed it. That a video game experience is a long-term consumption. I prefer this to opening up the new can of worms which is not supposed to be “new.”
So, I remember Yakuza 0. I remember you. I remember the conversation we shared at my old house (which I remember fondly). You see, Reporter, you better not have rung that place up while you were tracking me down. Oh? You were just trying to get back in contact with me and weren’t updated w/r/t the contact details? Alright, very casual – whatever. But I know what time of night you were doing it. Late, roughly. There’s this family of six living there now, reporter. Remember the people with families. There’s a whole world out there. I’m serious. No, I am.
…
Is that The Strange Video Game Reporter who I’m talking to? That doesn’t sound like you, mate.
…
I’m not of either walk of life, I was never one of the weebs, those weebs… look, there’s minor crossover with these JRPGs. And I don’t know JRPG’s too well, reporter. I don’t really know if – what did I name it? The Hard Wipes. The Spirals. The Checkerboard Fill-ins. If the “transitions” were, mentally, so full-proof, all-round. I spoke as if FF7 represented them all (transitions), as if there wasn’t an art to it but simple steps.
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So what’s this mod? Show me. I’m ready to see a modded Yakuza 0, the first version of the game I’ve seen in two years.
…
Oh.
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Let’s break the game and see how far we can make it through, then. But. Swapping combat Ryu around with… what did I call it, Map Traversal Ryu… I mean, sure, the game plays out in an interesting way because you’re in combat mode when there’s no combat and in unfired-running-mode when your goal is not map-traversal but defeating some surrounding foes. I believe we can just run and bug out of this space, though. Squeeze past the cheering pedestrians. Going past pedestrians is, after all, what Map Traversal Ryu is absolutely required by the game to be able to do.
…
And, seemingly, you’re not just stuck inappropriately running around the game with the combat music still playing and with the score system active and the goons permanently locked in stance position, moving nudge by nudge. Crossing the space puts you back in fight-stance mode.
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This mod – it’s all novel, yes, but… we know what this is really about, don’t we? The two… what rightfully should have been two places and two entities being catastrophically collapsed into one, not separable enough, in this form of the tragedy or the other, broken apart not even by modding.
12 Hours Later
I know, now, why you so badly wanted me to pay Chrono Trigger. And I’d told you about how I wasn’t too knowledgeable about JRPG’s. How much more exposed I am, having never played Chrono Trigger until… until this is all far too late. And you’re still speaking to me, inquiring. I wonder if this will work out for you like you hope it will. Very well. Maintaining a philosophy, I thought – seeing Chrono Trigger – that it was the unproblematic collapse of two seperate places/entities. It relieved me, reporter. See the relief. It gave me the solution to Yakuza 0, to the problem not of the game itself (that game is always going to be a problem) but to the problem of a game featuring a “collapse,” so catastrophically, of coming away from that as a noticer. A kind of distrust opened up for the medium at large.
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Anybody who knows JRPGs will know how Chrono Trigger achieves this. Monsters – same models as in combat, too – actually present in the overworld. I can’t even call it a “map” anymore because of that. Everywhere where there’s foes is not just the the world’s “setting representation,” now, it IS in fact the world. What is missing from it? Nothing. More examples that are too obvious and too universally praised, Reporter. My work here is just about complete – it has to be.
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Well let me know when you find something else.”