Sunday, May 9, 2021

Yakuza Combat Will Forward Be Turn-Based Going

Following the reveal of Lost Judgment, an interview with Ryu Ga Gotoku Studio director Toshihiro Nagoshi and producer Kazuki Hosokawa has surfaced on IGN. Lost Judgment brings Ryu Ga Gotoku back to its action-combat roots, leaving many fans to wonder if that meant the Yakuza series would also return to that style following last year's Yakuza: Like a Dragon.Speaking to IGN, Nagoshi and Hosokawa confirmed that the Judgment series will carry on the studio's action style of gameplay, while Yakuza will continue to evolve as a turn-based RPG. "The Yakuza series has been transformed into a turn-based RPG," they told IGN. "On the other hand, over the years, Ryu Ga Gotoku Studio has accumulated resources and know-how of making flashy and exhilarating action games that are effortless to enjoy. We decided that we should let our signature action gameplay live on through Lost Judgment." Yakuza: Like a Dragon's turn-based combat Romain Mahut of GameBlog was in attendance at a virtual "Judgment Day" event that followed the Lost Judgment reveal and asked if the studio considered using turn-based combat similar to that of Yakuza: Like a Dragon for Lost Judgment. "For Yakuza: Like a Dragon, we changed the game's battle system from action into a turn-based RPG," Nagoshi said in response. "This was a huge challenge for us, but it was well-received, which we were thrilled to hear. We did discuss the possibility of developing that battle system further for our next title, and while we may pursue the turn-based system even outside the Yakuza series, the conclusion we ended up at was that because this is a different series, the best approach would be to keep them separate and refine what makes each series great. It's my hope that our customers feel the same way we do. That's why we chose 'action' as an important keyword for the Judgment series.  Nagoshi also said on the Judgment Day video he believes that, when possible, a simultaneous global launch is "the right way to go" and that the team has "determined to make every effort to support this for all [its] games moving forward." This is significant as the Yakuza series has a long tradition of Western versions releasing years after the Japanese version. Following the success of Yakuza 0 in the West, the release windows have narrowed, but Yakuza: Like a Dragon, which debuted last year, still had a 10-month gap between the Japanese and worldwide releases. Lost Judgment's action-oriented combat Yakuza: Like a Dragon is available now on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, and PC, while Lost Judgment comes to PlayStation 5, Xbox Series X/S, PlayStation 4, and Xbox One on September 24. For more on what we thought about Yakuza: Like a Dragon, check out our review here. For more on the history of the Yakuza series, read our retrospective featuring interviews with Nagoshi and other members of the team here. For more information on Nagoshi's career, you can read our profile on him here. [Source: IGN, Sega of America on YouTube]

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    Top 5 Takeaways from Game Stack Live

    For days gone by two years, Game Stack Live has been giving us a special consider all plain things game development at Microsoft. From deep dives into xCloud’s architecture to gamedev shortcuts and hacks, the live series has given us advisable of how game development is evolving and what game developers value. Week in the event you missed the show last, we’ve compiled a recap of a few of the key developments from Game Stack Live 2021 below. Catch last year’s Game Stack Live here .



    This, we learned that the Xbox teams have already been doing some serious cranking behind the accessibility scenes, rolling out all-new group of Accessibility Guidelines. In these guidelines, developers will get access to the most recent learnings, insights, and education around accessible game design and development. What’s great about these guidelines, apart from the known fact anyone may use them, is they were written together with the disabled community. Not merely do these guidelines contextualize accessibility guidelines, they provide developers a good jumping-off point for running their very own Accessibility experiments and tests.

    [email protected]

    Game development itself is now more accessible to small and medium-size studios. Because of the cloud, heavy-hitters like Azure, PlayFab, and Havok can be found and accessible from all over the world readily. Game development is longer a AAA studio’s world no. Cloud-based game development tools smaller teams with exactly the same capabilities empower.

    Microsoft announced the [email protected] Program, a fresh game development program for indie studios, start-ups, and individual creators. Within the scheduled program, developers are certain to get free usage of exactly the same developer tools as AAA studios and support from skillfully developed across Microsoft. Given the recent explosion of indie developers and studios, it’s awesome to see craftsmen obtaining the time, attention, and tools they deserve.

    Xbox Velocity Architecture

    A very important factor we’ve learned  year is that game development must be done from anywhere and everywhere earlier this.

    Challenging same capabilities as on-premise from on the planet anywhere, Cloud development ever is more flexible than. We got a fairly clear notion of how Microsoft envisions game development continue with how they’ve spent days gone by year – we saw the way the Minecraft team could tackle a previously impossible server port with reduced sweat ( a standard stressor for larger studios making the jump to cloud game dev).

    The Cloud gets simpler to play and develop on. From faster asset streaming to minimal load rendering and times, innovations just like the new Xbox Velocity Architecture in the Xbox Series X/S consoles are rapidly making cloud gaming and gamedev the ideal solution.

    DirectX Agility SDK

    With the Agility SDK, all DirectX 12 features, new and old, run on an enormous install base. It is a hugely welcome update for the city and delivers on Microsoft’s promise of getting a better solution to get features ready to go on any install base, not only the most recent windows 10 OS (every version since 19.09 /November 2019 update).

    On top of that, games that utilize the Agility SDK will operate on an array of gaming machines without ever asking gamers to upgrade to the most recent OS.


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    From server scaling to real-time chat translation, this season multiplayer server scaling and capabilities were big themes for the city. Multiplayer capabilities and servers are bogeyman for just about any developer, which explains why the PlayFab, Azure, and Xbox teams have already been slinging it out for days gone by year to create it just a little easier for all those.

    Among the undisputed great things about cloud game development is multiplayer server construction, scaling, and management, that your PlayFab team demonstrated beautifully in a two-part server tutorial that’s ideal for smaller and indie studios.

    Microsoft also showed us how they’re tackling things such as high and availability with the Azure Cosmos DB latency. As Microsoft’s NoSQL database on Azure, Cosmos DB offers a lot more predictable performance without the locks being placed on your computer data.

    And when you thought game development was for gaming just, think again. Among the standout talks covered how gaming analytics are making moves in the continuing business space, and what which means for game development in the years ahead.

    Bonus Level: Entertainment

    per year of no shows because of global lockdowns

    After a lot more than, probably the most welcome addition to the year’s Game Stack Live that are the entertainment track. Game Stack did their finest to bring a small amount of that pre-covid live show magic back with sets from @jjbbllkk, @magicswordmusic, and @lookmumnocomputer.

    CTA: Catch Game Stack Live 2021 On Demand

    Technical talks from Game Stack Live can be found on demand, have a look at our Game Stack YouTube channel to see 40+ sessions which range from audio to graphics, multiplayer to systems & tools.

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