Whilst sub-stories offer humanisation and context to Kyo, mini-games are where the delightful nonsense can be found. I'm intrigued to see Ishin's presentation of the Bakumatsu period and its social climate throughout the rest of the game. It's always accessible from the in-game pause menu, making it handily available whenever you find yourself struggling with a gap in knowledge of Japanese history, and while I felt it was a bit disruptive, it was much appreciated when unfamiliar concepts were brought up by NPCs. Where terms have been left as a romanisation of the Japanese words, RGG Studio has added a glossary function which will explain the term in a pop-up. 1860s Kyo was bloodier and more brutal, as it was a time of political and social instability. Whilst the humour of a Yakuza game is still present, the setting of Kyo is vastly different to modern-day Kamurocho and Yokohama, which have been the settings for the mainline games so far. Here's an overview of the minigames you can expect in Like A Dragon: Ishin! Another sees Ryoma come to the aid of a Western scholar named Creek, who is attacked by a group of locals enthusiastic about enforcing the edict to expel foreigners. One sub-quest requires Ryoma to teach children about global geography, revealing how wary Japan was of the threat of foreign countries until the end of the Bakumatsu era. Through these, the player is submerged in the politics and attitudes of 1860s Japan. The sub-stories are what make the world of Kyo truly feel lived in. During my time with the game, I often got distracted from the main quest to explore each alley and find as many sub-stories as possible. There's several restaurants, sub-quests, and mini-games dotted around the city of Kyo for you to get lost in. ![]() ![]() The familiar open-world full of side-activities remains.
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