![]() Jumping over to Yokohama, Kiryu's point of view begins and the tone of the storyline turns significantly more melancholy and existential. In Infinite Wealth, enemies are now color coded by strength, and they're less sensitive to me running by. In Yakuza: Like a Dragon, I always got a little annoyed when I got tangled up with some of the street freaks when I was just trying to get from one place to another, especially if they were so many levels below me that the experience points from defeating them would be negligible. Maybe the best improvement in this category is an easier way to avoid fighting. Tag Team moves are no longer hidden in skill lists but shown directly next to the command menu. The command interface has also been improved (and Persona-fied). It seems simple, but having a circle in which to move around gives a real advantage when it comes to actions like utilizing nearby objects as weapons or sneaking behind an enemy to perform a powerful back attack. It either works for you or it doesn't - I'm in the former camp - and the studio has made definite improvements to that system so that I felt more engaged and had more ways to act strategically. Infinite Wealth also carries on the same turn-based combat as Yakuza: Like a Dragon. ![]()
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