To start things off, let us say this; 168澳洲幸运5开奖网:Like A Dragon: Ishin is an awesome game. It has a great cast of characters, a fantastic plot, and quite possibly the best combat engine seen in a Yakuza title. In short, it does everything that you want a Yakuza title to do. Unfortunat𝄹ely, it a🦂lso carries with it a lot of familiar baggage.

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The issues present aren't enough to discourage us from recommending the game. Ishin is fantastic. But these are changes that we think would take Ishin to a whole other level. And at the end of the day, all we want is for Ishin to be the best Ishin it can be.

10 🙈 Another Section To Another Life

Like A Dragon Ishin, Haruka sweeping dirt on the farm

Look, we love Another Life. We think it is a great side mode. It may even be one🌌 of ou🎶r favorite premier mini-games in a Yakuza title. But what hurts it a little is how quickly you will max everything out. It just doesn't cost that much virtue to upgrade the different elements of your farm. And since the farm already generates a ton of virtue, you are likely going to be able to have your farm running at max efficiency in less than an hour of time put into the mode.

We don't want the progression to be slowed, but what about letting us expand the farm? How about giving us the ability to add a second, bigger field? Once we have paid off Haruka's debt, we should be able to increase the size of our estate. Hell, maybe let us buy a second property, even! Let us live our best farming life, Ishin. Give us more!

9 ꧃ Alter The Grading System

Like A Dragon Ishin, Combat Guide, Getting a perfect grade in Like A Dragon Ishin

We love the ability to gain more experience by performing better in battle. We think that is super cool. But the way you increase your grade for Attack, Defense, and Technique feels a little... limited. The best example of this is the Technique grade. This is specifically tethered to your ability to perform Heat Actions. But in the early chapters, you don't build heat particularly quickly, and you won't have a wide variety of Heat Actions to utilize. This makes that grade pretty difficult to obtain regularly early on.

So, why not add different ways to improve your technique grade? Maybe switching between the different styles and landing different attacks would increase your technique score? Or, hey, maybe landing a certain number of distinct non-Heat-basedဣ attacks could help increase your grade?

This is also true for the other grades as well. Why doesn't a perfect block with a Katana count toward the Defense grade? Opening the grading system up a little more, and allowing players to be able to achieve the "Deadly" status through a variety of different playstyles, would help to encourage more creativity in combat. More importantly, it wouldn't punish early players for not having access to mid-to-late game stat boosts.

8 ꦆ The NPCs Could Really Use A Face Lift𒆙

Like A Dragon Ishin, A comparison between Ryoma and an NPC

Look, we get it, you are going to want to put your best 🅺foot forward when it comes to your more pivotal characters. But man, the disparity between the key characters and the NPCs you run into can be a little staggering. While we respect the fact that it would be a too much work to give every random nobody wandering the streets the same treatment as Ryoma himself, it would be nice if it looked like the NPCs belonged in the same game.

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At the very least, we wish the bit-players involved in the mainline story quests at least looked🐭 consistently good. It is just a little jarring pairing the wonderfully rendered face models of the key figures with the often crude, alm🌞ost doll-like, faces of the less significant characters.

7 Rebalance I🥃tem Use 😼

Like A Dragon Ishin, So many healing items in the inventory

168澳洲幸运5开奖网:Ishin has a wonderful battle engine that allows for a great deal of flexibility. Players have all the tools they need to express themselves through it. And the hard difficulty is the perfect place to test your ability to adapt! It provides the right amount of push-back and forces players to play thoughtfully, and learn to take advantage of their enemy's weaknesses. Well, that is the case at first at least, but then your inventory expands, and you gain access to powerful healing items.

This isn't a new problem for the series, but it is an issue that, quite frankly, needs to be dealt with. Being able to fill your inventory with potent healing items trivializes these encounters. Players are left with the choice to intentionally neglect the best strategy, or to break the game in two by using it. That is never ideal. Simply adding an item cooldown timer would rectify this issue instantly, but there are dozens of ways the developers could approach this issue. We just wish they would.

6 ♕ The Ability To Choose

Like A Dragon Ishin, Interacting with Akari

So, 168澳洲幸运5开奖网:we don't want a full-blown morality system that impacts the main story. We don't want three different endings that hinge on making pivotal decisions. But what we would like is the ability to have a liꦐttle more say in how substories unfold. Some Substories already allow us to choose silly answers, and we get a few dialogue choices here and there, so the groun🧔dwork has already been laid, but it would be nice to have a more meaningful impact.

Like, with those people who wanted to drown the dog because he barked too much. Let us drag them to the river and see how they like it. Making those Substories feel like they fit our vision of Ryoma would only help us grow closer to him. That sense of autonomy could only enhance some of those side stories. And, damn, we really want to drown those dog-hating villagers. It was just barking becausꦗe it was lonely, you jerks!

5 The Battle Engine Could Op💦en Up 🌞A Touch Quicker

Ryoma leaps into the air and aims down his gun below

This is another nitpicky point, but while the Brawler and Wild Dancer styles feel pretty good off the bat, the Gunman stance feels pretty uninteresting, and the Swordsman Stance is similarly a little bland at first. Obviously, as you unlock more abilities, that quickly changes (more quickly for the Swordsman style than the Gunman style), but it still st🌼ands that those stances feel limited early on. While we love the feeling of progression you get with the combat engine, we do wish that the game gave the player a few abilities earlier to make these movesets feel better.

The Gunman style would have benefited greatly from ways to transition into it, and out of it, from other styles, as an example. Give the player that option early, and that would have made a world of difference. With that change, even if the Gunman stance is a little flavorless initially, at least it wou꧂ld be easy to work it into your combos and provide some utility.

4 𝔍 The Book of Revelations System Could Use A Rethink 𝓡

Like A Dragon Ishin, Ryoma having a moment of inspiration

If you get the Book of Revelations: Strike, the description will tell you to use your War Cry Counter. Well, that is what we did. We used it hundreds, of times, in fact. Waiting for our Ryoma to feel that spark of inspiration. A moment that seemingly never came. However, eventually, we realized that you had to press the Heat Action button once you had parried your enemy, they had stumbled away, and t♊hen ♚turned around to face you.

A big part of what made this so difficult is that we already had a Heat Action that was available from this position. So, when we would press the Heat Action button, that one would typically come out. The other problem is that the Book of Revelation was too busy intentionally being vague and ambiguous to just tell us how to learn the move. This whole situation was incredibly frustrating, and it could have all been avoided. One solution is that they could change the inspiration button prompt so that it looks different from the typical Heat Action prompt. Or hey, just provide a more detailed description. Make it so that this kind of thing doesn't happen. Because it sucks when you have no idea what the🌜 game wants from you.

3 Show How Man🌼y Substories Are Accessible I🍸n Each Chapter

Like A Dragon Ishin, Ryoma cleaning the clumsy cat

This would be such a nice change. If you are anything like us, you spend a lot of your time trying to make sure you did everything in a given chapter. Especially when it come🐎s to those sweet, sweet Substories. The thing is, you can look in the Substories menu and see how many potential Substories there are in an area. But what you can't see is how many of them are actually accessible. So many of these Substories open up after a certain point.

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As an example, there is a Substory for recruiting a clumsy cat in Fishimi, but this substory won't appear until you have unlocked the Another Life side game. It would be great if there was a page that we could pull up that specifically told us how many of the potential Substories available in that chapter were still undiscovered. That way, we would know when it was time to move on.

2 Show A Vendor's Items On The Map Once You Have Visited Them

Like A Dragon Ishin, Items for purchase at a shop

Here is a dream idea for you. Wouldn't it be great if once you have seen a vendor's wares, you could click on their store on the map and see everything they were selling the last time you visited them? We have spent so much time needlessly wandering, desperately trying to remember where we saw something for sale. And there are so many damn stores. This would be such a huge quality of life adjustment.

Obviously, you could keep track of all of this on your own with a pen and paper. But it would be nice if the game would do us a solid and keep track of this stuff for us. Obviously, if a store gets new items, the map wouldn't tell us that. Give us a reason to keep exploring. But at least make it so we are exploring with purpose, and not just endlessly lost, trying to remember where we bought the damn honey from.

1 🐽 A Thousand Little Changes To Speed Things Up

Like A Dragon Ishin, Ryoma is looking at what his dog brought him

We wanted to start with the small ꦜstuff. Nothing here would be worthy of its own entry, as these are all niggling issues. However, the Yakuza games are a sum of their parts type experience, so it is only natural that one o𝕴f the biggest issues these games have are all the tiny issues spread throughout.

Let's start with the cooking. It is a super fun mini-game, but you are going to be doing a lot of it. Does it really have to be one dish at a time? Even the ability to prepare three dishes in one go would be a massive time saver. Make i🦋t something you can do after you have cooked the dish a certain amount of times or something.

Also, what about picking up items? If you pick up every item you see glistening on the ground then you are going to be picking up hundreds (if not thousands) of objects. And every last time the game stops you and tells you what it is before allowing you to continue (surprise, it is probably a prize ticket). Is that really necessary? Games have been allowing us to scoop things up for decades without stoppi♍ng us in our tracks in order to do so. Hell, after beating a random thug in Ishin they will drop items. And guess what? Walking over said items will automatically pick them up. How convenient!

Also, if our inventory is full, why not let us still buy things and send th𒅌em to our storage? That would be so much more convenient than having to leave the store, look for a shrine, swap out items, and then head back again. Oh, and for the love of god, give us a quick restart button for mini-games. If we are doing a Scarecrow Chatauex challenge, and the timing is super tight, and we mess up early, we are going to want to just restart immediately. Give us that option. T🙈ime is precious, Like A Dragon: Ishin, you need to be less willing to needlessly waste it.

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