Review cover Judgment (PlayStation 4)
Official GBAtemp Review

Product Information:

  • Release Date (NA): June 21, 2019
  • Release Date (EU): June 25, 2019
  • Release Date (JP): June 21, 2019
  • Publisher: SEGA of America
  • Developer: SEGA Games
  • Genres: Action

Game Features:

Single player
Local Multiplayer
Online Multiplayer
Co-operative

Review Approach:

Having never played a Yakuza game before, this looked like an exciting title that might actually grant me a whole back catalogue of Yakuza games to play afterwards; if it turns out to be much cop!
A mystery thriller set in a bustling city, where you get to be a private detective and play arcades? Count me in!

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You would be forgiven for thinking those faces were real in the banner image above as Judgment is an ultra-realistic, gritty detective crime action game set in the hustle and bustle of Yakuza-infested city Kamurocho, Tokyo. The main protagonist Takayuki Yagami, or Tak as he is known to his friends, is a guilt riddled private-eye for hire thanks to his previous defense attorney position being torn away from him after setting free a defendant, who then immediately went on to murder somebody. It's a pretty cliche turn of events to base this tale on, but Judgment is lavish with its backstories, character development, and intricate mystery thriller elements that sets you up for an incredible detective roller coaster. This who-dun-it begins with a simple choice of Japanese or English dialogue and four difficulty settings ranging from simple to hard. I started out with 'Normal' difficulty which is one away from being the hardest, but overall I didn't find it too taxing or tough going. Judgment starts you off with a series of ease-in sleuth tutorial missions to get you accustomed to the ways of the private eye. Tailing people, photographing evidence, gathering information, and casing various joints for any other clues and beating people to the ground, there is a hearty blend of story-driven L.A Noire cinematic monologues juxtaposed with a more urban gameplay akin to that of more recent titles like Sleeping Dogs. It's fun, it's explorative, and it's initially very thrilling to partake in, especially with some notably good English voice acting blended in.

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You drop in and immediately hit the streets after learning a Yakuza member has apparently murdered a rival gang member in cold blood, but something just doesn't add up; something is afoot and the more you search for answers, the more you peel away the layers of Kamurocho and discover the eclectic mix of its inhabitants. On first impressions Judgment is extremely reminiscent of the 20-year-old Dreamcast hit Shenmue, with boatloads of possibly coincidental references to "the incident" and "on that day", which actually works as a great throwback to a beloved title. That being said, with around 25 hours of narrative-driven gameplay, you would think that this title would do more to define itself. Judgment certainly tries to by blending in first-person clue scanning sections that reminded me of a dumbed-down and far less technologically-futuristic version of the detective mode in Batman Arkham Knight. You use your mobile phone to scan around for clues and gather intelligence or determine angles from which various events could have taken place and figure out who may have witnessed them. Don't forget to snap pictures of the cute little street kitties for bonus points too!

Simple subtle nuances such as facial a-symmetry, no one integral person wearing the same combination of clothes and crowds of people with incredibly defined individuality make this game effortlessly absorbing. What truly grants total believability to it all of this is that everything colludes seamlessly into making an immediately visually and aurally acceptable living, breathing, modern city, that clearly has a gritty underbelly you can't wait to uncover. Adventuring around the districts allows you to familiarize yourself with the landmarks and layouts, giving you ample opportunity to check out the stores, pawnshops, and points of interest, where you can engage and interact with almost everything. The environment is incredibly well-observed with buildings looking perfectly gnarled with rust, dirt, or chipped paintwork, upwards of 30 NPC's on-screen on the high streets, and the sheer abundance of lanterns, signage, and smoke. Add to this an occasional lens flare and camera tricks such as depth effects and you have an incredibly pleasing experience, albeit at the cost of decently rendered shadows under objects and characters. The variation of NPC fashion on display within this place is also worthy of note, with a range of textures, materials, and design choices making the city come to life. Go buy some trinkets, hone or invest in your abilities, go decorate your apartment, feed yourself, or buy new clothes, or even a pack of smokes if you want, these actions may lead to you overhearing or observing something you may later recall when working a case.

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Questioning suspects and witnesses involves a super simple multiple-choice mechanic which, to be honest, I sometimes struggled to find entirely relevant; it was more a hit or miss affair in getting three out of three clues and gaining a score bonus. This sobers you up and slows the gameplay down to almost a grinding halt, which is in stark contrast to the somewhat fast-paced and action-packed bright lights of the city you have at your feet. Throughout the city, you encounter gangs who invariably need a good beat down and it's up to you to summon your inner tiger or crane via various movesets and fighting techniques. The animation and flow of these fight sequences are excellently executed and there is a modest selection of unlockable and upgradable moves for you to chain together when you inevitably meet confrontation. More often than not however, you find yourself resorting to the same trusty old one-two combinations and situational environmental finishers that will see you well through the majority of the game. Barring the "Mortal Wounds" mechanic that ramps up boss battles into actual life-threatening scenarios, should you get shot or stabbed, there isn't too much that differentiates this game from a plethora of other titles that feature beat-em-up style hand-to-hand combat on the streets.

Obvious similarities can be drawn between the Yakuza Series and this game, given its studio roots, though rather disappointingly Judgment offers only repetitive main mission tasks in place of fully fleshed out varieties of entertaining main story tasks. However, with 50 side missions, hundreds of in-game items and a huge skill tree to populate, Judgment does its utmost best to draw you in and retain your attention—to make you want to play further and dive deeper into its dark alleys and bustling streets to see what is available to unlock next. One huge highlight of this, and the Yakuza series as a whole, is the attention to detail with things like drone racing and arcade spots: and Judgment doesn't disappoint at all in this department. Fighting Vipers, Virtua Fighter 5, Puyo Puyo Sun, and more are all perfect represented and easily available in the various Club Sega venues, and without a doubt, it is the finest selection of in-game emulators I have witnessed. Each title is incredibly well represented by way of their own physical arcade cabinet, complete with dusty CRT screens, full instructions and coin-op perfect presentation. I couldn't believe my eyes when I got to play Fighting Vipers, and then later-on found more amusement spots that had Virtua Fighter 5: Final Showdown (version B). The games play superbly and beating elements in each arcade offers more in-game rewards and credits for Tak to use in-game. Once you have frequented these arcade cabinets they become unlocked to play freely in the main menu, and what's better is that you can play versus!

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Judgment is a great game with a lot of endearing characteristics, but overall it's like having a thrilling movie-like experience at your fingertips and only being able to flimsily interact with it and never really dig deep into anything exciting to do. Judgment is more a highly entertaining visual game, with some quick-time events thrown in to make it feel interactive, but it never involves anything seriously taxing or anything that really immerses you when you get in the thick of it. It's not to say it's a boring game, far from it, but it lacks a certain nudge in a more thrilling interactive direction to take it to the next level of intricacy and involvement. Judgment is a superb way to spend your time if you enjoy this genre, and it's definitely worth picking up if you're stuck for something interesting to play over the summer holidays.

Verdict

What We Liked ...
  • Really captivating narrative.
  • Excellent arcade experiences.
What We Didn't Like ...
  • Lack-luster game-play.
  • Repetitive random encounters.
6
Gameplay
Repetitive and shallow gameplay lets this title down somewhat which is truly disheartening given the immense storytelling experience. It doesn't quite balance out.
8
Presentation
Excellent presentation, from the graphics to the story and cinematic experience. I cannot fault the execution and polish that Sega have put into this game.
7
Lasting Appeal
Masses to see and do around Kamurocho with around 25 hours of story missions to unfurl, plenty of arcade games to crush, and 50 side missions ranging from intense to obscure, there is a lot to come back to this game to experience once you have had enough of the main missions.
7.5
out of 10

Overall

Fantastic story paired with relatively simplistic game-play makes judgment a great starting point to beginners of the genre, but the lack of depth in the action elements makes me confident now that Yakuza series (there are 11 games including spinoffs on PS4) would be a far more entertaining and involving game series to partake in on my PlayStation 4.
Yeah, the Yakuza series, barring the Dragon Engine games because it's on a new engine, tend to...stick to content that's been made for the games, be it animations, assets, voice clips, etc.. The fact that Judgement is, yet again, featuring a character only in Kamurocho (don't you think that it's awfully convenient that these guys never think to move out of Kamurocho or wherever our protagonists can go in the playable areas? The only time they might not be able to do it is in Yakuza 5 which features the most cities for each playable chapter in the game (so it's technically 4 cities, if I'm remembering right, as two characters share the same city exclusive to their gameplay)), doing some moves that, if you had played all of the series beforehand, including the PS3-exclusive games that have been localized because PSNow doesn't count, some of the EX. Actions as they're called in this game (Heat Actions by any other name in this series) are stolen from other playable characters in the series. Some of this might be fine for some common things like maybe using a traffic cone to smash a thug's face in, but for a super move to be stolen from a playable character later in the series? I know it's a yearly release series, but creating new animations for your engine that's supposed to impress people should be up there as one of the priorities for Shin Yakuza/Yakuza 7/Whatever they're calling the game starring the new Yakuza protagonist.

Also, that Mortal Wounds thing (I haven't played this one yet, kind of waiting to see if it'll be a Steam release given how they've been porting the series to PC lately. Maybe they can announce the localizations of the remasters of 3-5 along with PC ports of them? Be kind of nice so people don't have to buy a PS3 who's support is coming to an end when one of the games in the series is only playable in English overseas via PSN which, if Sony were to discontinue the service for PS3, well...) is literally stolen from Ninja Gaiden 2 (the 3D ones, not the classic trilogy), though I wouldn't be surprised if that game got it from somewhere else.

As for the Yakuza games, I'd go in chronological order, which introduces a bit of a problem: as the series went on, the writing quality...kind of goes back and forth, but it does get better. Which is why going from Yakuza 0 to Yakuza Kiwami 1 can be very jarring considering how cutscenes occur and how bad the asset reuse gets in this one. Kiwami 1 is easily the worst when it comes to assets being re-used from previous games. Kiwami 2 has the same issue, but it is definitely more fun than Kiwami 1 was and is a marked improvement in gameplay over Yakuza 6. After that, either wait for the remasters or get yourself a PS3 and play the rest of the games unless you have some Google Fiber-levels of Internet downstream and upstream, and even then, I have no idea how good the streaming for PSNow really is.
 
Yeah, the Yakuza series, barring the Dragon Engine games because it's on a new engine, tend to...stick to content that's been made for the games, be it animations, assets, voice clips, etc..

I really hate this kind of practice, same engine or not. Ubisoft does it a lot with the AC franchise and Watch Dogs, seeing the same animations, just that, makes me very disappointed. I love good animation in games, and to see animation reused is just lazy and for me at least, makes the game feel very bland or weird if that makes sense.
 
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This game looks pretty good, but it "plays" terrible slow and clunky. Do yourself a favor and watch the movie version instead of "playing" this game, there is not much game in there.
 
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Hey, at least you can spend all your time at the arcade playing real games. That's what I do in shenmue and yakuza, just bring a lot of money :P

Except Virtua Fighter 5 (all versions, I might add) can be played on RPCS3, Fighting Vipers can be played on Yabause and whatever the other one is that's competent or any DC emulator as Fighting Vipers 2 is essentially a nicer looking version of Fighting Vipers 1, but probably doesn't have the meme following this message as a playable character in the Japanese version!

Best part is that it doesn't require a virtual currency, and in VF5: Final Showdown (in which the final actually means final because where's Virtua Fighter 6?), you can have all of the customization options provided you have the files for the DLC on your PC via means that will not be disclosed in this message!



@depaul The Yakuza games, this included, have had a series with consistent support from Sega in Japan every year ever since the first game debuted. I think that tells you which series was more successful!
 
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Yakuza series: the sidemissions simulator

U can't walk for 10 steps without a sub story.
So I guess you like walking 10,000 getting lost looking for a story = Shenmue. :ninja:

Except Virtua Fighter 5 (all versions, I might add) can be played on RPCS3, Fighting Vipers can be played on Yabause and whatever the other one is that's competent or any DC emulator as Fighting Vipers 2 is essentially a nicer looking version of Fighting Vipers 1, but probably doesn't have the meme following this message as a playable character in the Japanese version!

Best part is that it doesn't require a virtual currency, and in VF5: Final Showdown (in which the final actually means final because where's Virtua Fighter 6?), you can have all of the customization options provided you have the files for the DLC on your PC via means that will not be disclosed in this message!

Well I already have Virtua Fighter 5 Final Final Showdown and Fighting Vipers on my playstation 3, having it on ps4 is just a bonus to be honest. The controller is lot more comfortable to play with. Virtual currency aside, I'm sure it won't be hard to obtain lots of money to not consider it a problem. Besides, can always play other many games, Kamurocho offers many way to entertain the player, unlike Shenmue which has way less. :P
 
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@Sonic Angel Knight it's not yakuza if there's no sidemissions, i like every things of Yakuza series except Haruka in Y5, who telling everyone she was involved with yakuza and screwed everything up.

another flaw in this game is fighting style: Sega should consult Namco for advices, Sega nail it :P
 
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"- Repetitive random encounters."
I want to see that argument used as a con in a pokemon game to be honest
 
"- Lack-luster game-play."
Are you fucking kidding me

Yeah, that part did kind of make me scratch my head a little. I don't know so much about the new Detective Mode thing, but the fighting is certainly not the most boring thing about these games. If anything, with the Mortal Wound thing, it sounds like you can't just tank things and Staminaman Royale/Eat an entire Pork Whatever Skillet your way at the last hit through a fight anymore. Though what causes the Mortal Wound mechanic is curious to me. Is it just things like getting what would in real life be a broken bone, but it's video games, so just limit how much health you recover? Or is it taking a blow to the face with a baseball bat? Getting a normally-fatal-in-real-life slash from a katana/wooden sword/those wooden not-sword-things? Or just straight up getting shot? Because if it's the last one, I sure hope they don't have another
Kiwami 1 Jingu
up their sleeves in the future!
 
Review cover
Product Information:
  • Release Date (NA): June 21, 2019
  • Release Date (EU): June 25, 2019
  • Release Date (JP): June 21, 2019
  • Publisher: SEGA of America
  • Developer: SEGA Games
  • Genres: Action
Game Features:
Single player
Local Multiplayer
Online Multiplayer
Co-operative

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