There's no sex it's like having a girlfriend you never touch but listens to your problems and cheers you up. Here, clients walk in, hang out with a girl, and pay her for her time. The player's job in this is to tap buttons to keep a meter from hitting either extreme and then twirl the analog sticks for a "finishing move." Hostess clubs, if you didn't know, are paid companionship locales in Japan. Pole dancing is self-explanatory (no nudes), but paying for a massage starts this crazy mini-game where the female masseuse is talking in sexual innuendos and dancing across your screen. The four men I controlled can interact with lots of storefronts in the game from restaurants to arcades to batting cages, but the ones that are sure to get the most recognition are the pole-dancing venues, the massage parlors and the hostess clubs. Characters heal in the game by drinking energy drinks or scarfing down food, and these provisions can be picked up by walking into the city's lovingly detailed minimarts. What Yakuza 4 nails is that overall sense of how crazy Japan is to Westerners like myself. As I started meeting people 15 hours in and at the same time seeing references to people from the first hour, I got turned around. Keep in mind, this is a Japanese game with no English dub, so you have to read subtitles and keep up with character names. Other times, I found the overarching plot so cumbersome that I'd be confused as to who the onscreen characters were talking about. This is a buzz kill that dashes the movie vibe. I'd be watching a cutscene and everything was going swimmingly, but then it would fade to an in-game shot with no voice acting that made me read the dialogue by clicking through text boxes. Those moments are lost in a lot of ho-hum ones, though. Yakuza 4 has more than a few of these "OMG" sections, and I love it for that. Watching the convict Taiga Saejima walk into a ramen shop and blow more than a dozen guys away or breakdown in front of a deathmatch crowd as he recounts what it's like to kill a man are truly awesome moments. The story plays out in cutscenes that can be pretty awesome and pack a punch. I had similar complaints about the last Yakuza - you're just doing the same thing over and over again - but back then, the story carried the game. Not to mention that I spent all this time leveling-up a character just to switch to another and do it all over again to unlock very similar moves. The new characters come with unique abilities - the policeman can parry and the con man can bulldoze people - but outside of a few person-specific moves, it's well-worn territory. Nearly all the Heat finishers I've seen are recycled from the last game. If you're keeping track, all that fighting is largely untouched from Yakuza 3. The AI could pull off moves I couldn't and never missed a move due to the lackluster targeting like I did. I dig the fighting, but boss fights are cheap. There's a sick satisfaction to the final blow I'd land and the slow motion tumble my victim would take while spewing out blood. As I wail on guys, I'm filling a Heat meter that allows me to execute devastating finishers like bashing a guy's head with a baseball bat. I get in the random battle, smear my opponent's blood on my knuckles, and bank experience points to make my character better than ever. As I'd walk down the street in Tokyo's fictional red light district (the spot where nearly the entire game plays out), random people would run up and challenge me to brawls. The majority of their habits boil down to punching and kicking dudes in the face.
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