@@Shrapnel-qy4xi yeah I honestly prefer it that way as way too many people used EX mode as a crutch to finish fights fast with EX heat actions. It’s just making the game easier if you aren’t harmed during it
This is super dope, very glad you were able to compile all the new stuff as it was all messy before. Also love the editing! Very well spent 9 minutes of my life, I'd love to see more videos like this from you!
Watched a few times I finally think recoil is gone I haven't seen it in any of the gameplay released. I have also noticed that the ai for enemies is completely different from other dragon engine games where enemies essentially ALWAYS close in, it is very apparent that they give far more space in this gameplay and aren't set on closing in on you the entire time. And lastly I had noticed how much more weapons hurt in this game. Not as in damage but the stuns they give off. Guess they are making snake a much more essential style
i noticed how whenever yagami got hit with a weapon he had MAD stagger, i'm guessing that'll annoy a lot of people if they aren't focusing on disarming lol, it's cool that they're incentivising the use of the style like that though, cool new addition.
It seems that any heat actions reused from previous yakuza games is getting replaced. Another I noticed is that the boss fight with the orange jacket dude had a cutscene mid fight instead of a qte.
Didn't even notice the wall bounces are back. Biggest improvement for me is better style cancel windows and combo speed. It took me a long time for me to vibe with Judgement cause of those two things in particular
Yeah, I'm not sure. Since the game is releasing on Xbone though I figure it can't be too awful. Still, I'm real glad I was able to cop a PS5 off the PS Direct last week. As much as I loved the original Judgment the super long load times and spotty framerate (even on the Pro) make returning to the series on PS4 seem pretty unappealing in 2021.
I believe the combo double finishers you are saying are for snake circle or grab button follow up. Make sense since snake style is a style used to clear crowds weapon attacks and guns
some important things i forgot to mention: 1: When you hit a blocking enemy your attacks don't bounce off anymore 2: you can grab cancel out of any combo 3: there is a confirmed story DLC focusing on Kaito given to people who preorder the definitive edition of the game 4: quickstep attacks are confirmed for snake 5: THERE is a 4th style, but it's locked behind DLC, the style is boxing 6: looks like ultimate battles could be making a return i'll edit this regularly if i remember anything or if any new info comes out.
Wall bounding, attacking enemies from behind without them instantly turning around, enemies cowering in fear... it feels like we're back in the Old Engine again and I love it.
Mortal wounds did give the game realism and forced you to evade and strategize, but at the same time, I won’t miss it that much, just wished they added a fourth battle style and I would’ve been more satisfied with the combat
Imo a fourth battle style isn’t needed as long as the other three are fleshed out enough. I feel that with this game there will be even more to the styles, and just with the juggle tech alone I feel that lost judgments combat will have more depth than 0 did.
@@glodrug7172 Im pretty convinced Tiger and Crane style were left 90% the same save for maybe just two new combos and enhanced particle effects based on what I’ve seen so far, but let’s just wait and see
Tbh, looking at Lost Judgment gameplay and comparing it to the original game, the difference feels like Y4 and Y5 Kiryu. I wasn't really sold on og Judgment combat, but this looks really good.
I’m pretty sure it’s still down on the dpad, considering the order the styles change is always snake, crane then tiger. You wouldn’t see people cycle between the styles if it were like Kiwami style switching. The only thing I can think of is it might be an upgrade to make comboing easier
Hi Glodrug, this was a very interesting video! I do have a question however, what do you think of the removal of mortal wounds? On one hand, it spares trips to the doctor as soon as you've been shot by some lousy Koga crew member you haven't seen, but on the other hand... I feel like it removes a difficulty cap and something that JE had that was pretty unique...
i was actually one of the few people that liked the inclusion of mortal wounds to the game. I'm a difficulty junkie in these games so i play without healing, and the inclusion of moves that could potentially oneshot added a lot of needed tension to battles, and made bosses much more intimidating. If the bosses do just as much damage with their super attacks in this game then i think it might honestly be a better decision, as the idea of a handicap on your healthbar was pretty mean to players who couldn't get much money at the start of the game, so for all we know it probably ruined the enjoyment of the combat for a lot of people. I'm glad they at least kept the super attacks though.
@@glodrug7172 I agree. Mortal wounds give you a challenge so you don't spam over the attacks like in yakuza games. It gave you to realize you cannot just spam over and over
I don't know how I feel about the mortal wounds removal without that the game might end up being to easy Could it be that the trailers were recorded in a difficulty where mortal wounds are not a thing? The effect of broken bar is there
They were probably playing on Normal difficulty with a bunch of late game upgrades (no way is the initial combat speed that fast or your health bar that large). I'm guessing that as long as you play on Hard it'll still be about the same difficulty as the last one.
We don’t actually know, it could go either way. There hasn’t been any shown but I don’t see why they’d remove it from the game when all it does is give more options in combat
How I wish they made it more cinematic and less cartoonish like Sleeping dogs, Assassins Creed Syndicate, Batman and Mad max.. Less flashlights more precise blocking or dodging to make it more challenging
I get what you mean, but yakuza has always been like this so I’m not sure? If you like those franchises then go play those games, but this game is the same as Judgment tonally in every way, it’s always been a blend of goofy and serious with little to no challenge in gameplay. It’s just how the series is, and I doubt they’re going to change up the formula. Btw a tip from me is to not heal during fights or long battles, actually makes some challenge later on
@@glodrug7172 True, I have been following the Yakuza series since ps2, so I know this, I just feel the fighting mechanics should have eveolved to something more serious and realistic, just like how assassins creed combat system evolved. Being that I'm a hard core beat 'em up fan, it pains me to see this game like this in a period where the beat'em up genre is just so scarce.
@@cosmosokpighe4962 I understand how you feel about the beat em ups in current day, they are pretty far and few between. But again I really like that they’re keeping the slightly unreal combat. Yakuza has always been about superhumans going around smashing peoples faces in, and it’s still how it was then, just with a bit more flair. I’d say it’s still relatively grounded with yagami’s martial arts, I think they just made the combat a lot more satisfying, with way more options in how to approach a combat scenario from previous games, with new moves like the jump and technical stuff that you can do with juggling. Kiryu beat up two tigers in the second game inside of a golden castle , so I’d say it’s a fine escalation.
You also forgot to mention how EX mode doesn’t make you immune to damage anymore.
Good point! I remember people talking about that but forgot to include it
@@glodrug7172 that’s a huge change IMO
@@Shrapnel-qy4xi yeah I honestly prefer it that way as way too many people used EX mode as a crutch to finish fights fast with EX heat actions. It’s just making the game easier if you aren’t harmed during it
@@glodrug7172 Yeah me too, especially since they give way more crowd control friendly moves this time around.
Wait didn’t ex mode just make it impossible to be staggered
"Mortal wounds have been removed."
Everyone liked that
Good riddance lol
Yesssssss! I was wondering about that! That was some awful shit !
I actually kind of liked that feature.
I loved mortal wounds felt more pressured
This is super dope, very glad you were able to compile all the new stuff as it was all messy before. Also love the editing! Very well spent 9 minutes of my life, I'd love to see more videos like this from you!
That claw guy boss fight will be absolutely badass and ridiculous at the same time, I m looking forward to play this game
Watched a few times I finally think recoil is gone I haven't seen it in any of the gameplay released. I have also noticed that the ai for enemies is completely different from other dragon engine games where enemies essentially ALWAYS close in, it is very apparent that they give far more space in this gameplay and aren't set on closing in on you the entire time. And lastly I had noticed how much more weapons hurt in this game. Not as in damage but the stuns they give off. Guess they are making snake a much more essential style
i noticed how whenever yagami got hit with a weapon he had MAD stagger, i'm guessing that'll annoy a lot of people if they aren't focusing on disarming lol, it's cool that they're incentivising the use of the style like that though, cool new addition.
It seems that any heat actions reused from previous yakuza games is getting replaced. Another I noticed is that the boss fight with the orange jacket dude had a cutscene mid fight instead of a qte.
I love that wing chun chain punch that Yagami does in the third hit of the Snake style rush combo.
LJ looking dope!
Excellent work going through heaps of footage to compile a very informative video! Can't wait for the demo so I can rip them tracks lol
Didn't even notice the wall bounces are back. Biggest improvement for me is better style cancel windows and combo speed. It took me a long time for me to vibe with Judgement cause of those two things in particular
Nice analysis, good job on deciphering what inputs are being used for the new moves
This gives me so much hope for lost judgement, this game gonna bang!!! But on PS4 Oh God how the fuck is it going to run I’m worried
Fr, unless they’ve made updates to the engine that shits running worse than JE, which was less than 30 in the first place…
Yeah, I'm not sure. Since the game is releasing on Xbone though I figure it can't be too awful.
Still, I'm real glad I was able to cop a PS5 off the PS Direct last week. As much as I loved the original Judgment the super long load times and spotty framerate (even on the Pro) make returning to the series on PS4 seem pretty unappealing in 2021.
It's smooth. Better than judgment. Idk why, maybe lost judgment is well optimized
God damn i wish i could travel foward in time right about now
I believe the combo double finishers you are saying are for snake circle or grab button follow up. Make sense since snake style is a style used to clear crowds weapon attacks and guns
And to scare the students lol 😆
some important things i forgot to mention:
1: When you hit a blocking enemy your attacks don't bounce off anymore
2: you can grab cancel out of any combo
3: there is a confirmed story DLC focusing on Kaito given to people who preorder the definitive edition of the game
4: quickstep attacks are confirmed for snake
5: THERE is a 4th style, but it's locked behind DLC, the style is boxing
6: looks like ultimate battles could be making a return
i'll edit this regularly if i remember anything or if any new info comes out.
Wait when you attack enemies while they are blocking is it like pre dragon engine combat
@@roshaanreddy8107 pretty much, the attack goes through instead of bouncing off so you can keep comboing after
@@glodrug7172 that’s one of dragon engine combat problems solved then
@@glodrug7172 Didn't combo bouncing was a thing from yakuza 6?
@@Reikothevillain28 it was also in k2 and the first judgment, but yeah
I like how they added some breaker style moves to his one moveset
Wall bounding, attacking enemies from behind without them instantly turning around, enemies cowering in fear... it feels like we're back in the Old Engine again and I love it.
the style switching mid-combo made me so happy
Im so hyped man fuuck
Mortal wounds did give the game realism and forced you to evade and strategize, but at the same time, I won’t miss it that much, just wished they added a fourth battle style and I would’ve been more satisfied with the combat
Imo a fourth battle style isn’t needed as long as the other three are fleshed out enough. I feel that with this game there will be even more to the styles, and just with the juggle tech alone I feel that lost judgments combat will have more depth than 0 did.
@@glodrug7172 Im pretty convinced Tiger and Crane style were left 90% the same save for maybe just two new combos and enhanced particle effects based on what I’ve seen so far, but let’s just wait and see
Since Yagami's style is based on five animap style , fourth one is maybe the leopard
A secret style like yakuza 0 would be awesome.
@@brokeoutlaw3195 I would love for a fourth style to be added and not revealed in any trailer
Tbh, looking at Lost Judgment gameplay and comparing it to the original game, the difference feels like Y4 and Y5 Kiryu. I wasn't really sold on og Judgment combat, but this looks really good.
Also if you haven't, check out the official yakuza combo collab!
ruclips.net/video/n-eOTZskx1M/видео.html
Ya'll need to see this!!
I think the reason why there's only one quick item slot is because you'll be changing styles with down, left, and right on the d-pad.
I’m pretty sure it’s still down on the dpad, considering the order the styles change is always snake, crane then tiger. You wouldn’t see people cycle between the styles if it were like Kiwami style switching. The only thing I can think of is it might be an upgrade to make comboing easier
YASSS 👏
Very good video
Hi Glodrug, this was a very interesting video! I do have a question however, what do you think of the removal of mortal wounds? On one hand, it spares trips to the doctor as soon as you've been shot by some lousy Koga crew member you haven't seen, but on the other hand... I feel like it removes a difficulty cap and something that JE had that was pretty unique...
i was actually one of the few people that liked the inclusion of mortal wounds to the game. I'm a difficulty junkie in these games so i play without healing, and the inclusion of moves that could potentially oneshot added a lot of needed tension to battles, and made bosses much more intimidating. If the bosses do just as much damage with their super attacks in this game then i think it might honestly be a better decision, as the idea of a handicap on your healthbar was pretty mean to players who couldn't get much money at the start of the game, so for all we know it probably ruined the enjoyment of the combat for a lot of people. I'm glad they at least kept the super attacks though.
@@glodrug7172 I agree. Mortal wounds give you a challenge so you don't spam over the attacks like in yakuza games. It gave you to realize you cannot just spam over and over
The combat looks greatly improved but I'm furious that the original music for crane and tiger are gone :(
From what I’ve heard of the demo’s replacement songs for them, you won’t be furious for long.
Ex finishers are expensive af in this game
You should make more videos like ths glodurg
I don't know how I feel about the mortal wounds removal without that the game might end up being to easy
Could it be that the trailers were recorded in a difficulty where mortal wounds are not a thing? The effect of broken bar is there
They were probably playing on Normal difficulty with a bunch of late game upgrades (no way is the initial combat speed that fast or your health bar that large).
I'm guessing that as long as you play on Hard it'll still be about the same difficulty as the last one.
are there wall jump attacks still?
We don’t actually know, it could go either way. There hasn’t been any shown but I don’t see why they’d remove it from the game when all it does is give more options in combat
There is wall attacks
How I wish they made it more cinematic and less cartoonish like Sleeping dogs, Assassins Creed Syndicate, Batman and Mad max.. Less flashlights more precise blocking or dodging to make it more challenging
I get what you mean, but yakuza has always been like this so I’m not sure? If you like those franchises then go play those games, but this game is the same as Judgment tonally in every way, it’s always been a blend of goofy and serious with little to no challenge in gameplay. It’s just how the series is, and I doubt they’re going to change up the formula. Btw a tip from me is to not heal during fights or long battles, actually makes some challenge later on
@@glodrug7172 True, I have been following the Yakuza series since ps2, so I know this, I just feel the fighting mechanics should have eveolved to something more serious and realistic, just like how assassins creed combat system evolved. Being that I'm a hard core beat 'em up fan, it pains me to see this game like this in a period where the beat'em up genre is just so scarce.
@@cosmosokpighe4962 I understand how you feel about the beat em ups in current day, they are pretty far and few between. But again I really like that they’re keeping the slightly unreal combat. Yakuza has always been about superhumans going around smashing peoples faces in, and it’s still how it was then, just with a bit more flair. I’d say it’s still relatively grounded with yagami’s martial arts, I think they just made the combat a lot more satisfying, with way more options in how to approach a combat scenario from previous games, with new moves like the jump and technical stuff that you can do with juggling. Kiryu beat up two tigers in the second game inside of a golden castle , so I’d say it’s a fine escalation.
Is this a joke?