5. Tekken 8 ★★★★
(I'm sorry French era, but not that sorry lulz)
In the month leading up to this game's release, I found myself surprised by how hyped I was getting.
See, historically Tekken is a series I'd only played casually in a few multiplayer sessions, across all Sony platforms, and it just never took.
I'd always prefer Street Fighter to it, in the 3D fighter space I'd take Soul Calibur over it, Tekken's general style and tone has always struck me as being a flavour of late nineties/early noughties teenager cheese that feels trapped in that time period, tribal tats! flaming pants! dumb hair! brooding leads! I just could not click with it.
The T8 hype circuit hadn't fully swayed me either, only three new characters is massively underhwelming to me as someone without any mains from the exisiting characters, and as someone who loves just seeing new characters in general. I also wasn't seeing much from the single player side in the lead up, another outdated cinematic story mode after SF6 shook things up with World Tour? it just wasn't quite looking like the full package, just another good tekken game and nothing more.
Yeah well serve me up some crow, and I'm happy to eat it, Tekken 8 is a great time and I'm finally clikcing with the series, and that in itself feels great.
When I picked up Tekken 7 on the cheap late into its life cycle, I was taken aback by how bare the package was, considering the generation long burial of SFV's anemic launch content and slow recovery that could never shake off those launch year woes, it was crazy to find that endgame Tekken 7 had less going on than endgame Street Fighter V, I couldn't even go into a vs CPU mode to try out new characters, or have a tutorial to learn how to play characters, Tekken Tag 2 had those and more right? effectively while I thought Tekken 7 was a fun game to watch, the game itself had me underwhelmed.
Tekken 8 brings all that content in, and while not a perfect storm, it offers a great introduction to the series with its confusingly twee toned arcade quest which is a disguised tutorial, and the more bombastic cinematic story that. well it doesn't do much for me, but it sure is there.
Throw in character arcade routes with ENDINGS (yaaay!), ghost battles, unlocks for customisation and so on, this here is the kind of package I expected from Tekken 7.
And in giving me this well rounded package, I've become a fan, funny how that works, this is why you don't skimp on the content fighting game devs!
Tekken has always been easier to play as a complete mashing beginner than a lot of 2D fighters, you can hit buttons and accidentally do cool shit, thus making it way more casual friendly than SF where you mash buttons and just do stilted punches and no cool shit. Actually understanding Tekken though? whew, that's a big jump, these characters are so varied, with some deep tool kits, the learning process has been a lot of fun though and finally learning Alisa's bag of robo tricks is the most "heck yeah" learning experience I've had from a fighter since realising how to actually do combos launching into air combos in MvC3.
While there is an attempt at a SF6 style alternative control scheme, it can't match the SF6 modern scheme at being an alterntive option due to the sheer depth of Tekken movelists, instead it's more like the autocombos with a slightly more expansive scope, a small shame but one I completely understand.
Online has been given a lot of flak for its rollback not matching its close competitors even down to the anime fighters, I've found it more than acceptable, but I'm also a scrub wi-fi warrior (sorry) and instead found myself impressed by how well it's actually played out compared to the online reception.
While on the whole I think each element of the game is just one step behind SF6 (be it single player modes, new characters, even menus and online options, though Tekken has the better replay mode), being one step behind what I considered my 2023 game of the year means that you're basically still putting out an excellent entry into the genre, and I look forward to following this game into the future.
Fighting game fans are eating good right now.
6. Apollo Justice: Ace Attorney HD (replay) ★★★★
What a pleasant return this was, over time my appreciation for what Apollo Justice tried to do for the Ace Attorney series has only grown stronger. And putting it in a package alongside it's disappointingly regressive sequels only serves to highlight the boldness of this otherwise iterative fourth mainline ace attorney game, even if it fumbles on the way.
Speaking purely visually, this HD revamp of AJ might be peak Ace Attorney, gorgeous spritework for expressive characters, it looks like a gleaming and well polished attorney's badge, pure gold. And it kicks off with a bang, one that can be a bit of a double edged sword as saying that the best case in an Ace Attorney game may well be its first one, sounds more like a damning statement if anything. Truly that's not the case I'm making, it's an explosive start that sets the tone for the rest of the game, a fascinating tone at that, one that's a bit more dour, cynical, a touch biting y'know? in the world of AA4/AJ, things don't always go to plan, bad things happen to good people, those who are supposed to be working with you act against their interests be it intentionally or unintentionally, it's almost possible to describe this one as the most REAL of Ace Attorney games (and certainly a lack of spirit medium fluff is a nice change as well).
As a lead, Apollo has never quite got off the ground, this original outing presents a character a bit too close to the original trilogies Phoenix Wright, while dropping said Wright into this game in a far more fascinating role that upends the entire character, divisively so but a decision I love that they had the balls to commit to (then AA5 walks it back, urgh). This does end up working against Apollo who never really takes off in his own game, heck in this apparent trilogy of which this re-release is a part of.
There's a running joke we'd make in era threads when this trilogy was announced, "now people can experience Apollo's three different backstories!", and that might be generous to AA4 here which doesn't actually give Apollo even that much, the backstory he has is more of a circumstance of the characters around him.
In any event though, Apollo's one sane man in a cast of nutters does endear him to me, the obligatory spunky teenage girl companion is my fave of the lot with budding magician Trucy Wright. The game's prosecutor puts a pin in being overly antagonistic, a bit smug sure but it's appreciated variety that leans more towards post character development Edgeworth. There's a more clear throughline plotwise tying these cases together than in the original trilogy as well, some strange stumbles for sure (the final case offers both the most interesting and fundamentally flawed investigation segment in the series, plot holes? we got 'em, sorta, it's a bit whishy washy) but I do like the consistency, right down to how all of Apollo's clients are some form of uncooperative be it language, abrasive personality or socially stunted.
You can see writer Shu Takumi trying to find ways to not just make this one of those safe and sterile sequels that a lot of series end up with as their fourth quickfire sequel, something Capcom knows a lot about considering every mega man series that reaches a fourth outing starts feeling pretty been there done that.
It's a damn shame that the sequels don't follow up on the groundwork laid here and retreat to boring fan service safety, it took until the Great Ace attorney to actually follow up on this game's dangling gameplay mechanic even!
As such, I can now safely say, I think Apollo Justice is a great entry into the AA series, and I hope this new re-release gets it revaluated by fans and newcomers alike.
7. Yakuza: Like A Dragon ★★★★
Truly I thought I was done with this series, the combo of burnout and increasing frustration with the brawler mechanics of the series reached a breaking point once I finished
Y4 back in 2022.
Really though I always wanted to try the turn based JRPG shakeup "Like a Dragon" after I finished Kiwami 2, my friend and a fair number of yakuza era pressed the idea that one should continue going through chronologically, I should've trusted my gut and just jumped ahead, because for the first time since I started with Zero, I really enjoyed one of these titles again.
LAD is perhaps not quite the true refresh I think the series would benefit from, as the deeper you get, the more of the usual suspects and such turn up and things start getting that whiff of overfamiliarity, up until that final third though I was fully into the new adventures of Ichiban, the right kind of new face to run with as I think even as someone who never truly finished Kiryu's saga, they'd done all they really needed to with him by the end of Y3 (which I'd argue is reflected by the multiple characters added in 4 and 5, but I digress).
Ichiban has both a bit more of an edge to him, while being incredibly wholesome in spite of that, trading Kiryu's comedic stoicness in silly sidequests for a character who can more revel in the absurd scenarios this series oh so loves to dole out, and now he gets a crew along for the ride and man, it's just such an obvious fit for this series that I'm surprised it took this long.
The "buds factor" of LAD is one of the game's strongest weapons, the core group of Ichi, Nanba, Adachi and Saeko are unique among your JRPG party tropes, partly due to their age, kicking off with a pair of rock bottom 40 year olds is a choice and one I loved, factor in the seedy world these characters occupy and there's a ton of fun interactions you wont see in your usual teenager fare.
Formula wise, plot progression and the general flow is very much like the games of old, yet the switch to a turn based combat system really is a boon to a lot of these series traditions, after all the older games were effectively action rpgs, but now the game can lean a lot further into the JRPG-isms and so much of the content fits better this way.
Now admittedly, while I'm more forgiving for their first swing at the style of gameplay, it's not a tour de force of JRPG mechanics, you can see the stumbles in design quite clearly despite the cool foundation here like the semi dynamic battle system where everyone moves around the world in real time which has cool potential for positioning but subject to randomness, characters getting snagged on scenery, planned multi hit attacks whiffing by the time your character reaches the target etc.
And of course like most JRPGs it runs out of steam halfway through and the rest of the game is often me trying to fast track my way to the finish line with multi hit attacks. All while the game's levelling curve goes from well done to one of the most bafflingly off kilter I've seen maybe ever? the Majima/Saejima boss fight spike is legendary for a reason, and even beyond that it goes all over the place in the final third and basically requires the player to commit to re-running a specific arena that grants so much more exp than anything else like a clumsy band aid.
That and the cool job system (and what amazing modern day jobs we have put into JRPG form) is hamstrung by how important having a high job level is later in the game, thus soft forcing the player to commit to one per character instead of explore, y'know outside the pro tip of "but do grind fortune teller to 18 on as many people as you can" because the game's lategame balance being wack really benefits from a multihit lightning attack.
If nothing else, I'm genuinely excited to see the QoL improvements from the recently released sequel.
To try and dig into all the elements of this game would take forever, to more quickly nail down more of the things I really liked...
- The enemy types, bosses, attacks, classes etc have a zany modern day edge that's almost earthbound esque, Ichiban's imagination opens the door to so much creative hilarity
- The soft social link elements ala Persona where you have drinks with your buds, learn their past, evolve your mechanics in gameplay as a result is a winning formula
- While the plot definitely has a lot of Yakuza-isms that I don't like (the overly generous and almost redemptive approach to criminals, combined with main characters as part of that underworld while remaining good golden boys that do nothing wrong etc), it had me engaged, a late game political angle was great fun and goddamn if Ichiban didn't nail the endgame, speaking of which...
- I started this game subbed, but switched to dub early on out of curiosity, and man, what a great dub, Ichiban is top notch, a lot of the dialogue while walking around works a lot better when you don't have to read everything in the top corner and can simply hear it in your own language, I'll miss sub Kiryu and Majima but there's no going back now, I'm in for these dubs, sacrilege I know.
- The business management sidegame is great fun, easy sure but the best side mode in Yakuza for my money (ho,ho!) stakeholder "battles" alone highlight everything I like about this game. Wish Dragon Kart was a bit spicier though, I actually preferred the can collecting minigame which is like pac man EVOLVED
All in all, a rough edged, fairly draining yet very endearing JRPG that has revived the series for me and I look forward to playing the sequel which will inevitably burn me out on this new formula, until then though, friendship ended with Kiryu, now Ichiban is my best friend.