{"id":62501,"date":"2026-06-21T13:28:46","date_gmt":"2026-06-21T05:28:46","guid":{"rendered":"https:\/\/sgbuzz.com\/?p=62501"},"modified":"2026-06-21T13:28:46","modified_gmt":"2026-06-21T05:28:46","slug":"stranger-than-heavens-combat-seems-harder-than-hell-and-thats-a-good-thing","status":"publish","type":"post","link":"https:\/\/sgbuzz.com\/?p=62501","title":{"rendered":"Stranger Than Heaven\u2019s Combat Seems Harder Than Hell, and that\u2019s a Good Thing"},"content":{"rendered":"<p><br \/>\n<\/p>\n<div id=\"\">\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">I\u2019ve been a fan of the Yakuza or Like a Dragon series since the very beginning. As a magazine writer I was lucky enough to visit Sega\u2019s headquarters in Tokyo during the development of the original PlayStation 2 title way back in 2005, and in my years at IGN I\u2019ve reviewed a number of the remakes, sequels, and spin-offs of RGG Studio\u2019s long-running crime series. At this point I\u2019ve invested hundreds of hours into beating the absolute snot out of Japanese mobsters, either via the button-mashing combo-based style of the original adventures or the turn-based RPG form that\u2019s become core to the most recent mainline entries. Thus I feel pretty well-equipped to handle anything that RGG Studio can throw my way at this point, which is why I was so shocked that the new combat system in upcoming series prequel Stranger Than Heaven so completely kicked my arse.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">At a recent BiliBili Game First Look event in Shanghai, I got some brief hands-on time with a brawling-based demo for Stranger Than Heaven. (It was the same demo that my colleague Michael Higham recently played, and you can read his excellent preview here.) My first attempts at Stranger Than Heaven\u2019s all-new street fighting style felt harder than hell, but after slowly getting to grips with it over the course of my 30-minute demo I began to feel confident that this is exactly the sort of substantial shift that the Like a Dragon fighting formula has needed for quite a while now. <\/p>\n<p><output class=\"box-wrapper jsx-2673806401\" data-cy=\"article-video\"\/><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">To be clear, I\u2019m not suggesting that RGG Studio needs to scrap the turn-based combat system that it introduced in Yakuza: Like a Dragon and later evolved in Like a Dragon: Infinite Wealth. The novelty of that JRPG-style system is yet to wear off for me, largely because it allows for so many hilarious special moves and a more strategic team-based dynamic in each scrap. I\u2019m talking about the more traditional beat \u2018em up system that has effectively been offloaded onto the series\u2019 spin-offs in recent years. RGG Studio may have introduced a briefcase-load of James Bond gadgets in Like a Dragon Gaiden, or cutlasses and flintlocks in Pirate Yakuza, but the actual fighting mechanics of those combo-based systems has remained unaltered for the most part. Even though I still enjoy them, I can\u2019t pretend that they don\u2019t feel a bit too familiar at this point.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Stranger Than Heaven\u2019s heavily overhauled scrapping, then, feels like the kick in the pants followed by a violent uppercut to the jaw that Like a Dragon\u2019s aging fisticuffs has been crying out for. Forget about chugging in-game energy drinks to pump up your heat gauge and then button-mashing hordes of street thugs into oblivion like in previous Kazama Kiryu-led adventures, because Stranger Than Heaven\u2019s gangs are liable to quickly kick you to the curb if you don\u2019t have your wits about you. The new setup that uses the controller\u2019s four shoulder buttons to effectively puppeteer the left and right fists of protagonist Makoto Daito sure takes some getting used to, both in terms of smoothly alternating his punches but also anticipating the direction of incoming attacks and parrying them effectively, but after finally falling into a rhythm with it after my first few failed attempts it felt incredibly satisfying to pull off. I felt like I had to lock-in for absolutely every exchange in every combat encounter, which meant that my eventual victories felt far more earned than the lazy bicycle-swinging beatdowns of previous Yakuza and Like a Dragon installments.  <\/p>\n<p><output class=\"box-wrapper jsx-2673806401\" data-cy=\"article-slideshow\"><button type=\"button\" style=\"display:none\" class=\"jsx-2228525885\"\/><span data-cy=\"slideshow-view-trigger\"><\/p>\n<div data-cy=\"slideshow-preview\" class=\"jsx-1711207865 slideshow-preview\">\n<h3 class=\"title5 jsx-62124236 jsx-1085005187\" data-cy=\"slideshow-preview-title\">BiliBili Game First Look Event Photos<\/h3>\n<div data-cy=\"slideshow-images-container\" class=\"jsx-1711207865 images-container\"><button type=\"button\" data-cy=\"hero-image\" aria-label=\"Open Slideshow\" class=\"jsx-1711207865 hero-image\"><img alt=\"BiliBili Game First Look Event Photos\" decoding=\"async\" class=\"progressive-image jsx-2896921488 image aspect-ratio aspect-ratio-16-9 jsx-2605834259 jsx-2338608387 hover-opacity\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAIAAAAAAAP\/\/\/yH5BAEAAAAALAAAAAABAAEAAAIBRAA7\" data-cy=\"progressive-image\"\/><span class=\"button-text jsx-729543028 button button--primary jsx-3381835873 jsx-4266531355 row-pagination-button next contained centered round large\" data-cy=\"paginate next\" title=\"Open Slideshow\"><span class=\"ign-icon right-chevron jsx-2750866048 jsx-2919720488\" role=\"presentation\" aria-hidden=\"true\" data-cy=\"right-chevron\" style=\"mask:url(https:\/\/kraken.ignimgs.com\/_next\/static\/media\/RightChevron.272be43c.svg?cors=1) no-repeat center center \/ contain;background:currentColor\"\/><\/span><\/button><\/div>\n<\/div>\n<p><\/span><\/output><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Though its learning curve is initially steep, it ultimately feels like the most grounded form of street fighting that RGG Studio has ever designed. In fact, its more rough and tumble realism reminded me of the melee system in 007 First Light, only it felt like I had far more direct control over the moves I was pulling off thanks to the dedicated right and left attack setup. For example, as I wielded a large crowbar in my right hand while tackling a gang of six or so assailants, one of the goons grabbed hold of the end of my weapon and attempted to wrench it out of my grasp. To my surprise, while I was locked in a temporary tug-o-war I still had full control of Makoto\u2019s left hand, which allowed me to throw a few jabs at a second attacker attempting to blindside me. I then grabbed him by the scruff of the neck and knocked his skull into the first thug, taking them both out and allowing me to resume my crowbar-based bullying.  <\/p>\n<div class=\"display-title jsx-684634384 jsx-2659527929 quote-container\" data-cy=\"quoteBox\">[Stranger Than Heaven&#8217;s] more rough and tumble realism reminded me of the melee system in 007 First Light, only it felt like I had far more direct control over the moves I was pulling off.<span class=\"stack jsx-2959124702 jsx-326843967\"><span>\u201c<\/span><\/span><\/div>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Having said that, Stranger Than Heaven\u2019s combat is not without its issues, at least in its current state. I found that the soft lock-on that aligns Makoto with each opponent would occasionally slip, sending me swinging wildly in the wrong direction and leaving me vulnerable to attacks from the rear. Also, while I enjoyed the generally weighty feel to each and every blow I landed, some of the charged up attacks with heavier weapons seemed a touch too sluggish for my tastes. Of course, with Stranger Than Heaven not due for release until early next year, there\u2019s still time for RGG Studio to tighten things up.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Still my overall impression of Stranger Than Heaven\u2019s more challenging brawling system is a positive one, and its dramatic shakeup leaves me feeling optimistic that combat won\u2019t be the only area of the adventure where the developers are taking a big swing. I&#8217;m hopeful that this will present the perfect opportunity for RGG Studio to hit the reset button on all aspects of its long established Like a Dragon template, from mission design to the interactive nature of its world and the methods we use to explore it. For example, the audio-recording feature that allows Makoto to record sound samples from the world around him and then convert them into musical compositions certainly sounds cool on paper, and already seems like it could be far more involved than the simple rhythm-based button-tapping of the karaoke mini-game that\u2019s been recycled in every Yakuza and Like a Dragon release since Yakuza 3.<\/p>\n<p><span data-cy=\"playlist-view-trigger\"><\/p>\n<section class=\"box-wrapper jsx-2673806401 user-list-embed\" data-cy=\"user-list-embed\">\n<div class=\"card jsx-1339469126 jsx-1355461925 box jsx-2627838217\">\n<section class=\"stack jsx-806034919 carousel-section jsx-282394234\" data-cy=\"carousel\"><span class=\"stack jsx-3647836811 jsx-1304765713\"><\/p>\n<div>\n<h3 data-cy=\"title3\" class=\"title3 jsx-12333944 jsx-2321054750\">Tristan Ogilvie&#8217;s Top 10 Like a Dragon\/Yakuza Games<\/h3>\n<p>It&#8217;s Japandemonium!<\/p>\n<\/div>\n<p><span class=\"stack jsx-3647836811 jsx-2980091846\">See All<button class=\"button-text jsx-729543028 button button--secondary jsx-3381835873 action-button contained centered large\" data-cy=\"more-actions-btn\" type=\"button\" title=\"More Actions\"><span class=\"ign-icon icon-ellipsis jsx-2750866048 jsx-2919720488\" role=\"presentation\" aria-hidden=\"true\" data-cy=\"icon-ellipsis\" style=\"mask:url(https:\/\/kraken.ignimgs.com\/_next\/static\/media\/Ellipsis.74f74f21.svg?cors=1) no-repeat center center \/ contain;background:currentColor\"\/><\/button><button type=\"button\" style=\"display:none\" class=\"jsx-2228525885\"\/><\/span><\/span><\/section>\n<\/div>\n<\/section>\n<p><\/span><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">I also wonder what other new diversions there could be, given that the story\u2019s 1915 to 1965 setting presumably prohibits the use of the usual modern side activities like Club Sega\u2019s and Master System cartridges found in other Like a Dragon stories. We already know there\u2019ll be arm wrestling mini-games, but could there be old school pachinko parlours as well? And given that the events of Stranger Than Heaven span the course of five decades, will those side activities evolve with each leap forward in time? Not to mention the change in each of the five city settings. You\u2019d think that by the time the story arrives in 1965 Shinjuku, we should be able to try out virtual versions of the electromechanical amusements that Sega famously pioneered during that decade.<\/p>\n<p><output class=\"box-wrapper jsx-2673806401\" data-cy=\"article-video\"\/><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">I\u2019m desperately keen to learn more, because so far I\u2019ve been pretty excited by everything that RGG Studio has revealed. Well, I mean except for the Tupac thing, of course. Why on earth is Tupac in Stranger Than Heaven? Well, much like the gang of burly thugs I encountered in my hands-on, it beats the heck out of me. Sure, it makes sense that Snoop Dogg is in the game, because Snoop Dogg is in basically everything at this point from televised singing contests to carrying the torch at the last Olympic Games. But having the late great Tupac resurrected in a 2027 videogame for no clear reason just feels a bit off to me. Then again, I\u2019m generally opposed to digital zombies in any modern media, no matter who signs off on it. I can\u2019t watch the CGI\u2019d Peter Cushing reprise his role as Moff Tarkin in Star Wars: Rogue One without sensing a great disturbance in the Force, for example. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">However, that doesn\u2019t prevent me from rewatching Rogue One from time to time, and nor will the somewhat baffling inclusion of Tupac deter me from lunging fists-first into Stranger Than Heaven when it arrives in January 2027.  Despite the fact its story takes place in the same fictional Japan as the Like a Dragon saga, Stranger Than Heaven feels as though it&#8217;s determined to establish its own identity \u2013 at least if its fresh-feeling and fiercely challenging fighting system is any indication. Here\u2019s hoping that in all facets, Stranger Than Heaven finds the team at RGG Studio performing stronger than ever, and that this ends up being something much more than just a ye olde Yakuza.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><em>Tristan Ogilvie is a Senior Video Editor at IGN&#8217;s Sydney office. He attended the recent BiliBili Game First Look event as a guest of the organisers.<\/em><\/p>\n<\/div>\n<p><br \/>\n<center><br \/>\n<br \/><a href=\"https:\/\/www.ign.com\/articles\/stranger-than-heaven-second-take-preview-stranger-than-heavens-combat-seems-harder-than-hell-and-thats-a-good-thing\" target=\"_blank\" rel=\"noopener\">Read Full Article At Source <\/a><br \/>\n<center\/><\/p>\n","protected":false},"excerpt":{"rendered":"<p>I\u2019ve been a fan of the Yakuza or Like a Dragon series since the very beginning. As a magazine writer I was lucky enough to&#8230;<\/p>\n","protected":false},"author":1,"featured_media":62502,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"","fifu_image_alt":"","footnotes":""},"categories":[32],"tags":[3976,97,11513,22127,13410,4861],"class_list":["post-62501","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-tech-gadgets-reviews","tag-combat","tag-good","tag-harder","tag-heavens","tag-hell","tag-stranger","wpcat-32-id"],"_links":{"self":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/posts\/62501","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=62501"}],"version-history":[{"count":0,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/posts\/62501\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/media\/62502"}],"wp:attachment":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=62501"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=62501"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=62501"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}