EDGE

LIKE A DRAGON: ISHIN

The Yakuza team belatedly brings its historical classic to the west

- Developer/publisher Format Origin Release Sega (Ryu Ga Gotoku Studio) PC, PS4, PS5, Xbox One, Xbox Series Japan February 21

Given it has developed eight major games in the Yakuza series, you could be forgiven for assuming that Ryu Ga Gotoku Studio harbours an obsession with Japan’s criminal underworld. While these games could never be mistaken for gritty documentar­ies – there are far too many spin kicks and rhythm-action disco minigames for that – any player will, from their time slinking around Kamurocho (the series’ approximat­ion of Tokyo’s red-light district, Kabukicho) emerge with a greater understand­ing of the tone and texture of Japan’s tattooed underbelly.

It’s an assumption Masayoshi Yokoyama, RGG Studio’s director, rejects. “Our studio’s main objective is not to depict Japanese yakuza,” he says. “It is to depict people who are in positions where they are more likely to experience life-or-death situations. This enables us to explore fundamenta­l human emotions and drama.” Crime is not the studio’s primary subject, then. Lust is. “We focus on the people who live in a nightlife district, where lust is more prone to be exposed,” Yokoyama says. It just so happens that lust and crime are often easy bedfellows.

It was for this reason that, in 2006, when considerin­g a setting for spin-off Ryu Ga Gotoku Kenzan, Yokoyama settled on Gion, Kyoto’s red-light district. “At the time, consoles were transition­ing from PlayStatio­n 2 to PlayStatio­n 3,” he recalls. “I wanted the team to create a game with a different kind of setting so we could try out new textures and technology, and better understand the characteri­stics of the hardware.” Gion offered the developmen­t team a self-contained “sandbox”, as Yokoyama puts it, well suited to telling a story within useful geographic­al and technologi­cal boundaries.

Less expectedly, Yokoyama and the team chose to set the game not in the contempora­ry era but in the 19th century, casting players as the historical figure of Miyamoto Musashi, a widely loved swordsman and philosophe­r. “The game explored what might have happened had Musashi, who is said to have lived a very stoic life, been placed in the largest red-light district in Japan at the time,” Yokoyama explains. A history-breaking taboo to some players, perhaps, but an enjoyable one nonetheles­s.

When PS3 made way for PS4 in 2014, Yokoyama decided to repeat the trick, returning to Kyoto for a game set in the 1860s, the Bakumatsu era when Japan experience­d widespread violence brought on by social inequality. In Like a Dragon: Ishin, you are cast again as a historical figure, Sakamoto Ryoma. A samurai, the real Ryoma advocated for democracy, fought for the abolition of feudalism, and became an influentia­l figure in the establishm­ent of the Empire of Japan.

Just as the previous game sought to create an intriguing juxtaposit­ion by placing a stoic in a salacious setting, so the RGG team took historical liberties with Ishin. “We essentiall­y wanted to have Japan’s most renowned revolution­ist acted out with the personalit­y of Yakuza series’ protagonis­t, Kazuma Kiryu,” says Yokoyama. In the game, Ryoma returns to Kyoto to track down his father’s killer, and clear himself of the murder for which he has been framed. Born just as the old world made way for the new, Ryoma wields both a sword and a revolver, weapons he must use to help restore his honour and kickstart the revolution.

While some studios might have spent time researchin­g their chosen setting, Yokoyama and his team freed themselves from the burden of historical precision. “Our plan was never to reproduce a historical­ly accurate city of Kyo, so we didn’t have trouble creating the setting itself,” he says. “But we did have trouble figuring out aesthetic details related to the character – outfits, hairstyles, and so on. It was frustratin­g not being able to talk to people from that era, or to experience life at that time first hand.” Yokoyama chose the setting purely because it interested him. “I didn’t consider the challenges or issues we might come across in the process,” he admits. “But we researched what we needed when we needed it, as we started to write out the scenario.”

In spite of its rather indiscrimi­nate approach to authentici­ty, Ishin earned critical acclaim and was considered an instant classic by many Japanese players. It was a commercial hit too. “At that time we had been receiving a lot of feedback, even within Japan, from people saying they were interested in the Yakuza series but couldn’t quite get themselves to play it because of the criminal subject matter,” Yokoyama says. “With videogames, people often intuitivel­y choose what to play based on the setting. By changing the period and subject matter to a period piece which is deeply rooted in Japan, it became a gateway to get many fresh players to try out the other games in the Yakuza series.”

Despite that success, the game was at first considered too Japanese – even within the context of a series that is uniquely specific to its location – to localise for western audiences. “The Bakumatsu is a difficult time period to understand, even in Japan,” Yokoyama explains. “There were ‘han’, which are like the prefecture­s we have in the country now, but they were highly independen­t organisati­ons, and each of these han had their own political philosophi­es. As such, it is extremely hard to understand everything about the conflicts that arose.”

Even when drafting a story for a Japanese audience, Yokoyama and his team tried to build a scenario that required little historical knowledge, a decision that proved useful when, following the release of Yakuza 0 in 2017, the studio began to consider localising the game for the west. Even if the subtleties of the Bakumatsu era pass foreigners by, the game’s action foundation­s transcend spoken language. Sakamoto Ryoma has four fundamenta­l interactio­ns available to him: slashing with katanas, fighting barehanded, shooting with guns, and a combinatio­n of blade and revolver. Weapons can be powered up, and the remake evolves a mechanic whereby it’s possible to call in the assistance of thirdparty troops, known as subordinat­es, which apply buffs to Ryoma and debuffs to his foes – a feature unique to Ishin.

For Yokoyama, it is Ishin’s willingnes­s to playfully explore history, combining humour and cartoonish violence with serious themes, that has made it one of the studio’s most popular titles. “In Japan there are numerous novels, films and television dramas that depict Sakamoto Ryoma and the Shinsengum­i police force,” he explains. “With such a popular subject, there are inevitably many people researchin­g what is and isn’t historical­ly accurate. In our game, Sakamoto Ryoma and the Shinsegumi meet in the story. Historical­ly speaking, they may never have physically crossed paths, even though they were technicall­y of the same period. Some people were flabbergas­ted by this decision. But by integratin­g historical events and making new interpreta­tions, many Sakamoto Ryoma and Shinsengum­i fans accepted the game for what it was. That’s part of the game’s enduring power.”

Born as the old world made way for the new, Ryoma wields both a sword and a revolver

 ?? ?? RGG Studio director Masayoshi Yokoyama
RGG Studio director Masayoshi Yokoyama
 ?? ?? A young visionary, Sakamoto Ryoma campaigned to discard Japan’s feudal system in favour of democracy. His beliefs, represente­d in the game, earned him many enemies
A young visionary, Sakamoto Ryoma campaigned to discard Japan’s feudal system in favour of democracy. His beliefs, represente­d in the game, earned him many enemies
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 ?? ?? TOP The game features four battle styles – handto-hand, sword, pistol, and ‘wild dance’, which combines the latter two – each of which can be upgraded. RIGHT Completing story events, side missions, frequentin­g restaurant­s, catching fish and farming all earn Ryoma “Dharma Points”, a secondary form of currency which can be used to buy items and abilities
TOP The game features four battle styles – handto-hand, sword, pistol, and ‘wild dance’, which combines the latter two – each of which can be upgraded. RIGHT Completing story events, side missions, frequentin­g restaurant­s, catching fish and farming all earn Ryoma “Dharma Points”, a secondary form of currency which can be used to buy items and abilities
 ?? ?? TOP Ryoma can befriend characters in Ishin’s world, as well as some animals which can even be adopted. Not all creatures succumb to his charms, however. ABOVE Equipping soldier cards grants Ryoma buffs, raising his strength, defence, or health, and expanding his offensive abilities.
MAIN Found items can be taken to a blacksmith who will use them to upgrade Ryoma’s weapons and armour. Ishin’s customisat­ion options are among the most flexible within the Yakuza series and its spin-offs
TOP Ryoma can befriend characters in Ishin’s world, as well as some animals which can even be adopted. Not all creatures succumb to his charms, however. ABOVE Equipping soldier cards grants Ryoma buffs, raising his strength, defence, or health, and expanding his offensive abilities. MAIN Found items can be taken to a blacksmith who will use them to upgrade Ryoma’s weapons and armour. Ishin’s customisat­ion options are among the most flexible within the Yakuza series and its spin-offs
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