Lost Judgment Review: Yakuza Spin-off Loses the Plot

Yagami slide kicks an enemy in Lost Judgment.

Lost Judgment Review: Yakuza spin-off loses plot

RRP $ 60.00

"Lost Judgment is a mechanically solid Yakuza spin-off, but its tangled story makes it feel like a TV show that ran a few seasons too long."

advantages

  • Polished yakuza gameplay

  • Faster fight

  • Healthy side stories

  • Tons of activities

disadvantage

  • Simplified investigation

  • Inconvenient property

  • Lack of ease

If Yakuza is a goofy soap opera, Lost Judgment is hardened procedural drama. Both genres have similarities, especially when it comes to melodramas, but the difference lies in how seriously they take themselves. Soap operas tend to be naughty, really indulge in their exaggerated emotions, and take it to the edge of comedy. Procedures like Law and Order aren't quite as tongue-in-cheek. It's not easy to make fun of a grizzly murder.

It's an important distinction that yakuza fans should keep in mind. Lost Judgment is a mechanically well-known spin-off of the long-running action RPG series, but it has a completely different tone. We no longer see Kamurocho through the eyes of an adorable Himbo or a bright-eyed outsider, but rather a die-hard detective investigating a disgusting array of crimes. Kamurocho may look the same, but the streets feel a little darker this time.

Lost Judgment exacerbates Yakuza's traditional beat-em-up battle and adds a lot more game variety thanks to its detective premise. However, its story is much more chaotic and deals with a bevy of sensitive subjects that are not always handled with grace.

Go out on the street

While Lost Judgment is classified as a spin-off, it's actually a replacement for the traditional yakuza experience. Like its predecessor, Judgment from 2018, the story takes place in Takayuki Nagami, an independent detective who works on the same criminal streets we've seen in almost every yakuza game. As in these titles, Nagami jumps back and forth between a few small, open cities that are densely populated with missions, side quests, and mini-games. I am always amazed how much I don't mind going back to Kamurocho thanks to the clever use of space. No road feels useless; There are enough attractions to make it feel like a living space.

For those who found Yakuza: How a Dragon's Leap into Turn-Based Combat disappointing, Lost Judgment is a return to the good old days. That is, the good old days when you beat the snot out of people in real time. The fight here is an upgrade as fights feel faster and more fluid than games like Yakuza Kiwami. A faster fighter than Kiryu, Nagami uses three different styles to defeat enemies. With a slew of move upgrades to choose from and loads of tough contextual specialty attacks, combat feels more complex than ever. Kiryu was a cumbersome powerhouse, but Nagami is a force of nature that ricochets off walls and emerges from the ground to hit surprising Hurricanranas.

Yagami slide kicks an enemy in Lost Judgment.

It's not just the fight that feels different from Nagami's perspective. Since he's a detective, more happens in the gameplay. He can park walls to sneak into buildings, use gadgets to investigate crime scenes, and sneakily track suspects. The beat-to-beat gameplay in Lost Judgment adds a lot more variety and prevents it from feeling like a beat-em-up button tamper. When it comes to fighting, they have a little extra weight. After all, when Nagami has to get his hands dirty, Nagami prefers to go quiet so you know something has gone wrong.

Despite this simplicity, Lost Judgment feels like a better use of the Yakuza framework in many ways.

Many of the side systems are simplified which makes them unobtrusive but not always exciting to play. Investigation Sections are little more than a point-and-click mini-game for finding clues. When players are asked to sift through accumulated evidence to solve a loose ending, all they have to do is click through a list of documents until they find the right one. There is no consequence in saying something ridiculous in court or showing someone a completely independent piece of evidence.

Despite this simplicity, Lost Judgment feels like a better use of the Yakuza framework in many ways. Strolling the streets of the city and examining every little alley narrative makes a lot of sense here. Something as basic as side quests feels more motivated because they're designed to have Nagami pick up cases instead of getting unhappy into a goofy conflict on the street. Everything feels more conscious, which makes the game feel like a smart replacement for the main yakuza games (which will reflect Like a Dragon in the future).

law and order

While the game is mechanically solid, it wades into tricky narrative territory. And since a large part of the game is spent with dialog-heavy cutscenes, that stands out in the end. The story begins when a rotting corpse is discovered in a warehouse, covered in blood and covered in insects. This is not just a simple murder case. Multiple storylines entwine, including a bullying crisis at a local school and a pull button.

The latter is sure to generate a lot of backlash. The crime itself is inconvenient, but the role it plays in the main story becomes confusing and grotesque. I won't go into that there, but it's a moment where I wonder if Lost Judgment bites off more than it can thematically chew. It covers sensitive topics like bullying and sexual harassment, but is not always graceful in presentation.

The Lost Judgment story ultimately feels like a good show that goes on a few seasons too long.

The story is ultimately about the tangled webs that form when our judicial systems fail. The different players all fall victim to the system to different degrees. Everyone struggles to find solutions to problems that courts simply cannot solve. It's less black and white than yakuza's sometimes caricatured portrayal of organized crime in which thugs are thugs and sometimes poignant for it.

The main character of Judgment shows someone a picture on their cell phone.

The problem here is that Lost Judgment is a little too invested in a twisted TV series plot to cover these ambitious topics. Major revelations end up feeling like the kind of cheap cliffhangers designed to keep audiences busy. Sacrifice becomes a slippery subject as the characters' power dynamics keep changing, turning meaningful, real-world commentary into pulp fiction.

The Lost Judgment story ultimately feels like a good show that goes on a few seasons too long. The plot twists as if a studio had ordered two unexpected seasons just before the last one. Characters spin more than a WWE wrestler, which makes Nagami look like an amateur who trusts everyone. Yakuza's soap opera shocks are still there, but they are out of place in a much more serious story.

Night on the town

As with yakuza games, the main storyline is only one aspect of Lost Judgment. Its cities are full of smaller stories and activities. Nagami can play a game of shogi in the street, drive drone races, or play fully emulated classic Sega games in his office. These little additional details have always given Yakuza its special charm and are not lost here. It's just wonderful to take a break from a tense story and relax in the batting cages with well-designed mini-games.

While some of the activities are well known, others bring new energy to cities. There are a few surprisingly entertaining "VR" games out there, including a neon-filled version of Mario Party. There's a silly rhythm-based dance mini-game that replaces karaoke. Most noticeable is that Nagami always has a skateboard with which he can cruise around town. It's not particularly complex, but it's both stylish and practical as a locomotive tool.

Nagami dances with high school students in Lost Judgment.

In addition, there are some impressive side missions this time around. The game essentially features an entire side campaign in which Nagami helps a school's mystery club solve a number of cases. Given how heavy and messy the main story is, it's a healthier series of stories that steal the show. I wish the whole game was more of an '80s school comedy with a self-serious Nagami who became an ignorant mentor to kids.

… The verdict may loosen up a little in future installments.

It's one of the few places that Lost Judgment is rightly funny, and that's the biggest let down here. Yakuza tells serious crime stories, but that is always offset by noisy, funny side quests that plunge into the absurd. No side quest here is as fun as helping a man safely cross a bridge while wearing a jacket that will make everyone beat him up. Nothing made me laugh like Kiryu, who was accidentally tricked into buying dirty magazines for a child. In comparison, everything here is a little more grounded. You wouldn't call Nagami a fool.

For me, this lightness is really the heart of Yakuza. Comedy adds depth to its story and characters. Kiryu would be a boring protagonist if it weren't for the sitcom side quests that highlight his sillier side. The rift in the Yakuza franchise created by Like a Dragon isn't all about real-time vs. turn-based combat. If Like a Dragon and Lost Judgment are any clue, the main Yakuza games will retain their sense of humor, while the Judgment titles tend more towards weighty drama (i.e., if the series still exists). Players can choose whichever they like more, but Judgment could be a little looser in future installments.

Our opinion

Lost Judgment is a fitting replacement for the traditional yakuza style, even if it doesn't share the same heart or humor. The fight feels better than ever and there's just more to do thanks to various detective mechanics that keep everything from getting too boring. This strong gameplay ultimately disappoints with a tangled and sometimes insensitive story that fails to quite fulfill its thematic ambitions. The bones are still there, however, which makes this another great excuse to see what's going on in Kamurocho.

Is there a better alternative?

I would recommend starting with the main line of the Yakuza series before getting into it. Yakuza 0 or the Kiwami games don't play as well, but they feel more structured.

How long it will take?

The game lasts up to 30 hours and that number increases quite a bit thanks to the optional school missions, 42 side quests and various mini-games.

Should you buy it?

No. If you haven't shopped into the franchise yet, this is unlikely to change your mind. This game is more for hardcore yakuza fans who miss its traditional fighting style, although by and large it's not quite as satisfying.

Editor's recommendations



Hyrule Warriors: Age of Calamity Review: Spinoff Gold

Hyrule Warriors: Age of Bad luck

Hyrule Warriors: Age of Calamity Review: The New Gold Standard for Spinoffs

"Age of Calamity offers a first-class Zelda story with surprisingly varied hack-and-slash battles."

  • Excellent storytelling

  • Varied fight

  • Unique character skills

  • Tons of content

  • Repeated goals

  • Technical problems

Hyrule Warriors: Age of Calamity is the first Zelda game that is actually about Zelda. Despite the fact that the series is named after her, the princess has played second fiddle after the legendary Link for almost 35 years. Nintendo's newest game finally gives her the limelight she deserves and shows fans why she truly is a legend.

It's ironic that crucial character development takes place in a side game that doesn't even bear their name, but Age of Calamity is a lot more than your average spin-off. Building on the dedication of the first Hyrule Warriors to larger-than-life battles à la Dynasty Warriors, the action game is treated with the same care and thought as a Zelda main title. It's billed as a proper prequel to The Legend of Zelda: Breath of the Wild – and it's clear Nintendo didn't take that pitch lightly.

Hyrule Warriors: Age of Calamity is the new gold standard for video game spin-offs. It more specifically uses full-scale combat to weave a high-stakes Zelda story, one of the most compelling stories to come out of a Nintendo mansion.

A connection to the past

Age of Calamity tells the story of the great war that plunged Hyrule into darkness 100 years before Breath of the Wild began. With the help of a time-traveling droid, Princess Zelda assembles a Crackerjack team of Hyrule's finest warriors to prevent the inevitable rise of Calamity Gannon. The genre fits this setup perfectly, so the war actually feels as great as it was described.

Link may be the first character on the character selection screen, but Zelda herself is the real star. The story mainly focuses on her insecurity as a leader during a crisis at the end of the kingdom. Even her move is clumsy compared to other characters, as she randomly dumps bombs and blocks of ice while Link confidently cuts through the crowd. Her Arc of Salvation is more emotionally impactful than anything the Zelda series has offered in the past, which makes it a standout Nintendo narrative.

Hyrule Warriors: Age of Bad luck

The story is largely told through fantastic cutscenes that feel as polished and detailed as an animated film. Characters are brought to life in ways that even Breath of the Wild hasn't, and the cinematic clashes are truly exhilarating. I never thought Zelda could work as a TV show or movie, but Age of Calamity is the most compelling case the series has ever released.

One reason it works is because of the raw material. Breath of the Wild is perhaps best known for its creative focus on open-world design, but it's easy to miss how charming the worldbuilding and characters are. Age of Calamity reinforces all of these strengths and retrospectively brings more depth, story and commitment into the game.

I never thought Zelda could work as a TV show or movie, but Age of Calamity is the most compelling case the series has ever released.

A key example of this are the divine beasts, the massive robotic animals that play a central role in both games. Breath of the Wild shows how powerful they are, but mostly uses them as elaborate puzzle dungeons. Age of Calamity pays off that lip service by letting players control the beasts and mow down literally thousands of enemies in seconds. The game is full of "Show, Don & # 39; t Tell" moments that make the world of Breath of the Wild better without trampling on its mystique.

Nintendo's own Zelda team worked much more closely with Koei Tecmo on the game to create its story elements – and the practical approaches show this. While the game requires a working knowledge of Breath of the Wild to truly appreciate its strengths, Age of Calamity offers a dramatic weight that is rare in Nintendo games.

High stakes fight

It's important to set the right expectations for Age of Calamity's gameplay – it's still primarily a Musou game that is similar to Dynasty Warriors. That comes with all the good and bad that the genre has to offer. The fight is incredibly satisfying, but the repetition is burned into its core. Players will knock down tens of thousands of enemies, repeating objectives over and over, and crushing the same two buttons until their fingers get sore. If you haven't decided on this type of game yet, you probably won't find a revelation here.

Every time I got tired of the fighting, I unlocked a different character who instantly sparked my interest.

Age of Calamity is doing an exemplary job of keeping the fight fresh until the end of its 20-hour campaign. The main secret of success lies in the concentration on the character. There are a total of 18 playable heroes that are continuously unlocked as the game progresses. Every time I got tired of the fighting, I unlocked someone who instantly revived my interest.

The game takes an almost Super Smash Bros. approach to character creation. While the basic attacks and buttons are the same for every hero, each one has their own quirks that make them feel special. Impa can create clones of itself to crush more enemies at once, while Revali can throw itself in the air and rain arrows down from above. Such differences add a level of experimentation to the game every time players unlock a new character, and turn repetitive targets into a fun battleground.

Hyrule Warriors: Age of Bad luck

Runic skills play a huge role in combat. This is the main change in the game from the first Hyrule warriors. Each character can throw bombs, freeze enemies, grab metal objects, and create walls of ice to counter enemies, adding surprising variety to the standard battle loop for light and heavy attacks. Additionally, the way the skills work changes from character to character, giving players another compelling reason to change things up on each mission and see what kind of damage they can do.

This is only the tip of the iceberg when it comes to the length the developers have taken to keep changing the battle. Different weapons can completely change movement sets, each character has a special ability on the right trigger that is completely unique, and new combos are continuously unlocked through the story. There are an amazing number of options that you can play around with to successfully prove that there is more than one way to skin a Hinox.

Pushed to the limit

At first glance, Age of Calamity looks slimmer compared to the original Hyrule Warriors. The Wii U version featured a menu full of game modes that took over 200 hours to complete, while the new game has a core story mode. The light veneer turns out to be an illusion as the game is actually full of content.

The game uses the Breath of the Wild map as its overworld screen, displaying all of the available missions, subquests, and unlockable items. The map fills with symbols throughout the adventure, which becomes downright daunting in the end. Having each target in one place is a huge improvement over the comparatively disorganized Hyrule Warriors. There's still a lot to be done, though most of it revolves around more slashes, but it's a less excessive offering that's easier to navigate.

Hyrule Warriors: Age of Bad luck

With all of this content, Age of Calamity is really pushing the Switch to its limits. It's a huge game that is not without its technical flaws. Crazy combos can cause the frame rate to temporarily drop to the speed of a slideshow. Even stranger, sometimes the game inexplicably doubles in speed and looks like a movie that's fast-forwarding.

The multiplayer mode in particular bears the brunt of the technical pain. The game has a split screen for two players that dramatically lowers the performance of the game in a comedic way. That's a shame because it offers a really fun couch-co-op experience that rewards friends who can coordinate and execute a battle plan.

Crazy combos can cause the frame rate to temporarily drop to the speed of a slideshow.

To his credit, the game never crashed on me, even if it felt like my Switch was about to explode. It has always made it out of a stutter unscathed and flawlessly. In some ways, the stutters almost feel like a badge of honor letting the players know that they carried out a seriously devastating attack. It's not ideal, but at least it's not groundbreaking.

Like Zelda herself, the game can sometimes feel like it's gone over your head in the battle against technology. That's part of the fun of the genre, however. Musou games require large swings to make players feel like an unstoppable force of nature. For all its stutters, Age of Calamity successfully brings Hyrule's great war to life and lets the champions live up to their title.

Our opinion

Hyrule Warriors: Age of Calamity sets the bar for both Nintendo spin-offs with A + stories that enhance the breath of the wild and enable deceptively diverse, character-based battles. It's still a Dynasty Warriors game, good or bad, but the game makes that less of a limitation than a fresh start for a polarizing genre.

Is there a better alternative?

The Legend of Zelda: Breath of the Wild is still king, but Age of Calamity is perhaps the best and most accessible musou game out there.

How long it will take?

The campaign with a healthy dose of side missions lasts north of 20 hours, but it will take twice as long to hit 100%.

Should you buy it?

Yes. If you loved Breath of the Wild, it's an excellent accompaniment that adds retrospectively to the experience.

Editor's recommendations