![]() My advice for anyone attempting this course is to focus on Kiryu’s elbow as a replacement reticle, because in certain locations you can keep track of such as the X-shaped fence one the left to make your shots consistent. ![]() Honestly this may be the hardest of the batting courses we’re about to talk about. Under normal circumstances this wouldn’t be difficult at all, but this final course takes away your aiming reticle. Yakuza 3’s final baseball course has 9 targets for you to hit and 10th one that will appear for only one shot once you hit all 9. I’ll explain the final courses for the first type and then move on to explaining the second type. It’s the final courses of each game that are truly interesting. The first two or three courses in each game are all simple, just hit the balls or hit the very big target with the balls. Regardless of which version of the minigame you’re playing, there are several different batting courses. In the Yakuza 5 (Kineicho), 6, Kiwami 2, Judgment, Lost Judgment, and Like a Dragon versions, you are given a grid of 6 aiming locations and need to move your reticle to the one the ball is moving toward in time to hit it. In these versions of the minigame you will need to hit targets (usually in the shape of a bingo board) with the key to winning the minigame being hitting multiple targets at once. In the Yakuza 3, 4, 5 (Kamurocho), Kiwami, and 0 versions of the batting center minigame,you control where Kiryu will aim his hits and simply need to time your swings correctly to hit the ball. There are two different versions of it available for Playstation players. Let us begin with one of the series’ mainstay minigames, the batting center! The batting center’s basic gameplay isn’t very different in any of the games we’ll be talking about today. These are often the simplest minigames in the series but because of that they’re almost guaranteed to become fun and several of these have become iconic in their own right, such as: The type of minigames you expect to pop up anywhere from Grand Theft Auto to Persona 5. Let’s start things off with Traditional Minigames! What do I mean when I say traditional? Well in this instance I mean the type of minigame that isn’t unique to the Yakuza franchise, but rather just RGG’s take on something video games have been doing for decades. With all that out of the way, let’s begin with the traditional minigames! I’ve also gone through the liberty of separating the minigames we will be speaking about into several categories for your convenience. Oh, and as an added note I also refuse to talk about the Buggy from Fist of the North Star Lost Paradise, but I’ll elaborate more on that later. So while some of you may argue that mechanics such as the Colosseum or Dice&Cube should be on here I don’t feel right classifying them in the same category as say, Baseball. ![]() To be completely clear, I’m defining minigame as an aspect of the game that is completely divorced from the main combat mechanics of the series. So instead we’re going to examine every minigame one at a time and at the end of the article I rate which Yakuza game has the best and worst minigames (The answer to both is fairly obvious though). Going game by game would not only be repetitive due to many minigames being recurring, but also might not get across well how each minigame changes throughout each game. I pondered for months how to best format this article. ![]() Luckily I am insane and finally got my last Yakuza platinum this year. Getting good at every single minigame to platinum even a single game in the series is a task only for the insane. The Yakuza games are known for having some of the best side content in gaming and having an absolute deluge of it. ![]() Anyone who would undergo this task knows the biggest roadblock in doing that: The Yakuza franchise. Two years ago I embarked on a quest to platinum every single Sega game available on PS4 (and now PS5). ![]()
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