
Stranger Than Heaven kicked my ass, guys.
I’ve been playing the Yakuza games since the PS2, so I’d like to think I’m a seasoned enjoyer of RGG Studio’s specific brand of brawler gameplay.
But I clearly wasn’t prepared for the combat in its latest game, a departure for the franchise, which is presented as a prequel.
My demo at Gamescom focused entirely on combat, so I can’t speak to the other aspects of the adventure, which spans five different cities across 50 years.
The full game will see you take control of Makoto Daito, a Japanese-American outcast who arrives in the east and goes on to establish the Tojo Clan, which will be familiar to anyone who’s played the main games.

I got to play three different skirmishes each increasing in difficulty, with the second of the trio giving me the toughest time.
The first, set in Kokuro during 1915, introduced the basics.
For those who don’t know, this game has an all-new combat system where the left and right sides of your body are mapped to L1 and L2 and R1 and R2 respectively.
So in the simplest terms, you can create combos like R1, L1, R2 which would result in a right jab, a left jab, and a stronger right hook. You can even charge the button commands up to add additional damage.
In practice this is quite intuitive, but it does take a little time to wrap your head around.
I found I needed to untangle years of Yakuza muscle memory, and also my Elden Ring instincts, where you tend to just keep spamming R1 relentlessly during an opening.

The format gets more complicated when you wield a weapon, of which I was told there’ll be multiple in the final game.
A knife, for instance, is held in your right hand. This means most of your attacks will come through the R1 and R2 buttons – but you can use L1 and L2 to sneak in off-hand jabs if you want to.
I was feeling quite good when I completed Kokuro, but the gauntlet in Hiroshima – billed as intermediate difficulty – is where I completely fell to pieces.
Here I was faced with a group of goons, consisting primarily of fodder and one beefcake.
While the smaller enemies presented few problems, the jacked guy hit like a truck. Armed with a giant metal pipe, I felt like my swings failed to interrupt his advances, and he’d consistently put me down.

I changed tactics, ditching my weapons and fighting purely with my fists. But despite successfully evading many of his attacks, I felt like I could barely put a dent into his health bar.
To make matters worse, I really struggled with the block mechanic. This requires you to hold Circle, L1, and R1 all at the same time, which makes sense in regards to the other controls but feels cumbersome.
It also wasn’t always clear to me visually whether I was in a defensive stance or not, which I think led me to panic and take too many unneccessary hits.
At this point, many of the people playing alongside me had already beaten the third stage of the demo and were filing out of the room – I’ve never felt so useless in my entire life!
Generally, I think I’m a fine player, but something about the system here just didn’t click for me. I imagine it’ll be a lot more manageable when you’re playing through the campaign and the difficulty curve is more managed.

I did eventually skip ahead to the third and final stage, which takes place in a rainslicked Osaka, complete with gorgeous glowing lights.
This is a boss fight against a single foe with a katana, and again I’m afraid to say I struggled to overcome him.
One system I discovered here is that when you’re knocked to the ground, you can evade attacks by rolling from side-to-side. But I struggled to actually stand up, and so I feel like this system could use polish too.
Putting my damaged ego aside, I could definitely see promise in what Stranger Than Heaven’s doing – I really think there’s something in managing both sides of the protagonist’s body in combat.
But it didn’t stick the landing for me; I found it all a bit unwieldy.

I really don’t like the block or the dodge, and I found myself constantly wanting to put my weapons away because they were complicating my playstyle.
I imagine the full game, with the correct pacing and difficulty ramp, will be a lot better – it’s always tough to get a feel for something different during a short demo on a showfloor.
I will admit, my interest in this game has always revolved around the historical cities themselves and the showbusiness aspect, which represents a second gameplay pillar not on display at Gamescom.
But clearly the combat is going to be a huge part of this experience, and with the game due out on 15th January, that doesn’t feel like it’ll give the team a lot of time to really refine things.
I just have to hope I sucked on the day, and it’ll all click into place come launch.
What are your thoughts on Stranger Than Heaven’s unique albeit unrefined combat system? Are you looking forward to testing this out for yourself? You can watch a full playthrough of the demo above.
PlayStation Buttons based on work by VictorPines, CC BY-SA 4.0, via Wikimedia Commons





Comments 25
All I can say Sammy is git gud
Hopefully, there are difficulty settings like the demo implies. I don't have much interest in RGG's action combat, as I much prefer the turn-based gameplay of the mainline Like a Dragon games.
The more previews I see, the more I think I should play this on Game Pass and save my money.
Real anxiety was captured and felt in those words. It took me about three-hours to really get used to the controls in Crimson Desert but Stranger than Heaven sounds even harder. I liked the system that was used for Infinite Wealth, it was all go at your own pace. If it wasn't, I'd have played something else. Plus you don't have long nails, I'm not the demographic for button bashing KungFu.
It's not happening, I can game with these tonight carefully. But what Sammy described, no way.
@Oram77 I already hooked you up with those hot pink cat-ears, would you like your nails done too? It would be the ultimate way to play Wolverine at launch.
This is the type of innovative combat I like to see right here. A lot more excited now to try out the gameplay
@Nepp67 It’s definitely different and unique, which is a good thing.
@Oram77 Haha indeed. I was truly rubbish at it.
That combat style seems interesting. But that block, holding 3 buttons together seems very inconvenient and I may not use it. If there's a dodge button, I might use that or just take the hit.
From what I've seen this has literally nothing of a previous yakuza game, thankfully, so it very much looks like the very first great game in the franchise.
Everything before it was just a silly comedy show
I feel like it's one of those games that will definitely take a bit of time to get used to and the short amount of time they give you guys' isn't enough to get a full grasp on it.
But hey, I'm just glad to see RGG cook up a combat style that's actually pretty unique and an evolution to what they've done in Yakuza.
@GirlVersusGame I'm pretty sure these adamantium things are called claws. Hopefully they are retractable so you don't end up slicing your controller.
@Rhaoulos You aren't wrong they are for clawing, with practice gaming is possible but you'd be better off with the giant crowbar from the thumbnail, where he appears to be fighting Charlie Bronson (prisoner not the actor)
From the snippets I've seen, the flow of combat looks a bit slow and awkward to me, but I'm glad they're trying something new with it. I am a bit concerned, however, that the DualSense is the first controller to give me pain in the back of the hands, especially with heavy shoulder button use. I also have concerns about the story based on their recent output, but I want to give them the benefit of the doubt.
I've been thinking about going back to Yakuza 1 and getting some square square square triangle in before this comes out.
@CutchuSlow There is a dodge yes.
The combat style def looks and sounds interesting but I’ll play it safe and try this through Gamepass in case it doesn’t gel with me
Maybe this will spawn a totally new genre of combat mechanics in the future as other games follow along, and because it is so weird it will be aptly named Strangeslike.
“Yet another game with button controls mapped to body parts.”
“Oh you mean Strangeslike?”
Sammy leaving after the demo;
It can’t be more difficult to get used to than kcd2 combat.
I'm surprised to learn that you own a donkey, Sammy. I have a horse called Tiamat, a Menorquin, and she's beautiful. What's your donkey called?
Isn't this the gross Tupac thing,
I love the Yakuza games, but I wouldn’t say I’m particularly good at them 😄. I’ve always found blocking in beat’em ups hard, it’s like my brain forgets the button exists, so I normally end up dodging knocking them to the ground and using beast mode to pick them up by the legs and chuck them around for some free damage (Majima everywhere late game in Kiwami 1, I’m looking at you).
Are there different combat styles to switch between?
@CutchuSlow I'd assume you probably don't hold all 3 buttons, but rather, hold circle, and then either L1 to block a left sided attack, or R1 to block to the right. Might be why Sammy couldn't get to grips with it?
@Thrillho I wish those games weren't known for being that hard and that long, I did enjoy my time with Infinite Wealth especially the voice-acting/story/cinematography but it felt never-ending and though the combat was fun just walking down the street meant a scuffle at almost every couple of feet. It was like Far Cry Primal where you can hardly take a couple of steps before something wants to kill you. And Infinite Wealth was turn-based combat.
With Crimson Desert it wasn't mashing. It was seeing a combination of buttons in the tutorial, stopping to go 'huh?' simply because who holds down L2 + R1 + R2 to fire one powered bow shot, I have it down now. I could always just spam R1 or R1 + R2 and do just as much damage on melee. I did stab myself at one point too with those claws, but the games brilliant so it's worth it. We're talking Four in the AM on a Monday night brilliant, that's when I stopped.
Hope there will be a demo…
Honestly I just like mashing square and occasionally triangle to batter people in these games. The thought of complicating the combat does absolutely nothing for me. Press triangle to hit on head with bicycle. Yes please.
They'll probably ease you in with the fighting and by the time they throw in the more difficult fights we'll be used to it.
Still don't like it. This one will probably entirely depend on my mood on release day xD
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