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Yakuza 2

Better late than never.

Talking to people also reaps rewards. Not for the sake of their mindless chit-chat (some of the nonsense they come out with is priceless), but because some of them give you little missions, or even mini-careers - like becoming a successful 'host' at a club for bored, rich businesswomen. By smooth-talking your way to the top you can earn a decent wedge on the side, and enjoy being a chisel-faced love machine. It's all completely superfluous to the main story, but it's highly enjoyable.

Rather than simply offering a series of linear beat-'em-up missions, Yakuza 2 offers a diverse range of distractions. Admittedly, few of them are fleshed out enough to draw you away from the main game for too long - but the more you play, the more you're compelled to seek out new secrets. Even picking up collectibles (like those bloody locker keys) becomes strangely compelling. It's just a shame the way the game almost gives you no choice but to experience this side of the game - as if we're naughty children and mustn't be allowed to decide for ourselves.

But again, I'm tempted to give Amusement Vision the benefit of the doubt. Once you do gain that sense of place from hours of wandering around, your overall appreciation for the game grows and grows. In a masochistic way, I'm grateful for having been properly exposed to the somewhat 'pointless' side of Yakuza 2. It's a better game for its quirkier features.

Part of what draws you in is the high level of technical accomplishment. For a PS2 game it's an incredible achievement, and the developer deserves credit for making each of the cities feel so vibrant, ambient and lived-in. Whether you're in a bustling main thoroughfare or dingy back alley, each and every nook and cranny you stumble upon has been designed with real attention to detail. In addition, non-repeating buildings and individually rendered shops make it easier to get your bearings.

The general hubbub ebbs and flows and you stride along, with individual speech (and thought) bubbles giving you an insight into everyone's mundane reality. The in-game cut-scenes are seriously impressive in their own right, never mind the fact they're in a humble PS2 game.

Kiryu tries manfully to extract his fist from the thug's face.

Each has been thoughtfully shot, expertly cut and generally well-animated, while stylish and detailed characters convey a convincing level of emotion. You can see why the Yakuza games cost so much to make. Thankfully, this time SEGA didn't bother wasting any more time, money and effort in dubbing the original voice-overs. It's subtitles all the way, which are far more preferable to the lamentable attempts blighting the original.

Inevitably for a last-gen title, there are a few technical quibbles which look a tad wince-worthy these days, like pedestrians popping in at the last moment, some camera-related niggles and minor clipping issues. It's also tiresome to have to juggle inventory items between a magic 'storage box' and your limited carrying capacity. In most other senses Amusement Vision tries to keep the game fun, with regular save points, the ability to retry a boss fight and temporary reductions in the difficulty level. Such features go a long way to keep you going, so it's possible to forgive Yakuza 2 when it lets you down.

In many ways, Yakuza 2 is a fitting swansong - not only for PlayStation 2, but for what SEGA managed to achieve on the platform. It's likely to be the last true big-budget epic to hit the console, and the fact that it's ended up being one of the finest action RPGs on it is gratifying for anyone who's stuck with the machine throughout its history.

Sadly, this late in the day, it'll be tough for SEGA to tempt many next-gen gamers to experience a 'last-gen' title. But those savvy enough to see beyond Yakuza 2's slightly dated visuals will enjoy a richly rewarding openworld brawler - one that's every bit as immersive and entertaining as the original. Now go out there, buy it, and convince SEGA it's also worth releasing Yakuza 3 in the West...

8 / 10

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