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#ryu ga gotoku studio
vgadvisor · 2 months
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atmiek · 3 months
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questintheskies · 5 months
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Like A Dragon: Infinite Wealth official opening intro
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gokaiju · 23 days
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龍が如く(Yakuza) (SEGA, Ryu ga Gotoku Studio, 2005/ Kiwami 2016) Poster by Gokaiju for the Pixel Memories challenge by Posterspy
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meanyspleeny · 3 months
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Kiryu…….
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demifiendrsa · 2 years
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Like a Dragon: Ishin! - State of Play Sep 2022 Announcement Trailer
Like a Dragon: Ishin! remake will launch for PlayStation 5, Xbox Series X|S, PlayStation 4, Xbox One, and PC via Steam and Microsoft Store in February 2023 worldwide.
Ryū ga Gotoku Ishin! first launched for PlayStation 4 and PlayStation 3 on February 22, 2014 only in Japan.
First details via PlayStation Blog:
Hello everyone! Today is a very special day. Not just for Ryu Ga Gotoku Studio, the masterminds behind Yakuza: Like a Dragon, but for all our fans worldwide who have been eagerly awaiting the most legendary lost chapter from the creators of the Like a Dragon series. We’ve read your Twitter comments, seen your fan content, and are beyond excited to announce that the action-packed samurai title of legend, Like a Dragon: Ishin!, will launch globally in February 2023.
A Hero of Japanese History Brings About the Samurai’s End
Like a Dragon: Ishin! is an action-adventure historical thriller set uniquely in 1860s Kyo, a fictionalized version of Kyoto. While other games tell earlier stories in Japanese history, Like a Dragon: Ishin! lets you experience the story of how the iconic samurai era vanished. Our hero, Sakamoto Ryoma, is a true historical figure largely credited with overthrowing the shogunate and taking Japan into a radical reformation.
Like a Dragon: Ishin brings in familiar faces to tell this epic historical tale. Fans will recognize our protagonist as Kazuma Kiryu from earlier entries in the franchise. In Like a Dragon: Ishin!, Kiryu is cast as Sakamoto Ryoma and brings the rest of his crew along too. Goro Majima and other Yakuza celebrities join Ryoma as friends and foes in this fictional world that trades the flashy streets of Tokyo for the chaotic bustle of 1860s Kyo. These new character dynamics are as thrilling as they are unexpected, with a series of mind-blowing twists and turns in a story only Ryu Ga Gotoku Studio can tell.
Four Killer Combat Styles and Riveting Heat Actions
In Like a Dragon: Ishin!, you can slash through foes with a lethal blade using the Swordsman style or sharpshoot your enemies with a revolver using the Gunman style. Better yet, wield both a gun and sword and enter a fury with the Wild Dancer style. And when you’re feeling extra brutal, smash some skulls with your bare fists using the Brawler style.
But that’s not all. It wouldn’t be an Ryu Ga Gotoku Studio title without epically absurd heat actions. Summon a tiger to maul your foes, shove pickled plums down your enemies’ throats, and wield a whole cannon to blow down opponents. The heat actions in Like a Dragon: Ishin! will leave you itching to uncover new moves at every stage of the game.
On Unreal Engine 4 for the First Time
Like a Dragon: Ishin is the first title from Ryu Ga Gotoku Studio to be built on Unreal Engine 4, bringing astounding graphical quality to the Like a Dragon franchise. Developing on Unreal Engine 4 has unlocked new textures and other graphical details that make Like a Dragon: Ishin!‘s gripping story one of the most cinematic tales in Ryu Ga Gotoku Studio history.
And More…
There’s a lot more to come regarding Like a Dragon: Ishin and we can’t wait to share further details. From exquisite minigame content to unique in-game features that immerse you in the historically accurate world of Kyo, the best is yet to come. Like a Dragon: Ishin! will be available in February 2023. Follow us on socials to get immediate updates, and tune into our livestream on September 14 at 3:00 a.m. PT / 6:00 a.m. ET for a special surprise! The stream will be available online afterwards as well.
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kamille-is-real · 5 months
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lovelycorom · 9 months
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I want judgeeyes beans🥹💭
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painiac · 1 month
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this is the best game
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ancestral-steppe · 3 months
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ryu ga gotoku - the best original soundtrack
this was an ost compilation cd released in 2011 featuring tracks from games released up until that point, including the then newly released ryu ga gotoku of the end.
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judgement-rizzy · 4 months
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Sayonara, Silent Night. I made wallpapers out of this for myself - if anyone wants one they're here: https://ibb.co/album/NV0JJQ
There is... a bonus shirtless version... should I post it
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vgadvisor · 6 months
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atmiek · 5 months
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questintheskies · 2 months
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Kenny on when he got hit by a bike
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taropoups · 1 year
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no words just him
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04tenno · 11 months
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HI HELLO that clip is really something! First off I really appreciate all the translation stuff you're doing and the character analysis posts they give me life AH. I don't want to be that guy tm but do you mind breaking down the part you put down as "Well [we're thinking] that he lived...that's no joke" ? To me, it sounds like there's a lot of incomplete thoughts/sentences, but at the same time I'm a little hard of hearing so might not be getting all of it.
This isn't trying to call you on anything, I'm interested in improving my own Japanese as well and I really would love seeing the breakdown !
First of all, thank you so much for writing in! While I'm pleased with the reception, it's quite rare to get comments on the translations themselves (perhaps understandably so, the work of a translator should be and often is "invisible"), so I'm thrilled to have your support! I'm also always happy to see others enjoy my Unmitigated Braindumping to Snap recently.
And you're more than welcome to be That Guy™ because I was hoping for a chance to talk about this! As I mention in the disclaimer at the start, it's really difficult to make out what's being said in some parts. The commentary and gameplay is almost at equal volume and there's crosstalk both with the commentators and with the in-game dialogue.
That's sort of why I had to have the clip professionally transcribed (although my initial point of interest wasn't what was in the clip I shared; I actually glossed over Yokoyama's comment entirely at first and only noticed it in the transcript). Even then I had to fill in some of the blanks myself, which I only managed because I have some much-needed context on the series and commentators.
There's also the matter of stylization. In this case, I was going for natural human speech rather than a literal translation, but I also had the constraint of having to make everything fit to one line (or about thirty characters). I'll go into those aspects as they come up.
Anyway, without further ado, let's break it down!
The clip in question for context. To stay on-topic, I'm only covering what Yokoyama said from 00:18 to 00:36. I'm starting a bit earlier than the point you mentioned, but the context is important to establish in terms of how I chose to translate what was said.
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[00:18–00:25] Yokoyama: [知]ってんだよ・・・ 勝ってんだけどさ・・・ こんなに簡単にさ・・・ まぁ、ちょっと。
Interestingly enough, the transcriptionist and I had significantly different ideas on what was being said here because he's sort of slurring his words at the start of those first two lines. As a cohesive whole, though, I believe my interpretation here is accurate.
「知ってんだよ・・・」 -> Literal: "I know..." (emphatic, explanatory) -> Final: "I know..." Easy enough to pin down and translate, as he's already repeated this phrase multiple times at this point.
「勝ってんだけどさ・・・」 -> Literal: "[Someone/Something] won, you see..." (emphatic, explanatory, with the slight nuance of introducing an idea) -> Final: "He won me over..." The trickiest line, because it's very difficult to make out the 「か」 sound at the start. This is where I had to rely on context, because while most verbs starting with a sound in the 「あ」 column simply didn't make sense with the surrounding lines, that in and of itself doesn't narrow it down to one possibility. So I had to consider what Yokoyama might be wanting to express here that could be considered a newly-introduced idea within the context of the conversation, and I recalled that at the time the tweet at the end of the video was posted, Yokoyama had "denied allegations" that he liked Mine. His views in the past would come as a surprise to anyone talking to him now, particularly when he always speaks highly of Mine, so the nuance works. Then the association formed of him being "won over" by Mine, so that's what I ended up going with. He technically doesn't say who or what "won," or in what sense, but I think it's fairly clear.
「こんなに簡単にさ・・・」 -> Literal: "This easily..." (emphatic, explanatory) -> Final: "Just like that..." Pretty straightforward. It connects directly with the previous line, so the verb had to be something that can be (and was) done easily. Although he "denied allegations" at the time, a decade ago now, he's warmed up to Mine (and Hijikata) considerably. So as mentioned before, these three lines form a cohesive whole, which you get the sense of from their similar structure.
「まぁ、ちょっと・・・」 -> Literal: "Well, [sort of/a little/a little while]..." -> Final: "Oh, well..." I'll explain this one further below, because it's not an independent phrase, but the start of the next thing he says. It should be noted that the fact he takes so long to finish this thought shows that he's taking his time to consider his words carefully. But for now, all I felt I needed to do here was make the "bridge" clear by ending this line and starting the next one with the same word.
I did say I'd only cover what Yokoyama said, but as an aside, Santo(?)'s line drives me insane. I hate, hate, hate leaving anything as [unintelligible], but even the transcript was of next to no help here.
[00:29–00:32] Yokoyama: ちょっと生きてましたでさ、やっぱ獅童さん呼ぶのも辛いじゃん。
Now we're getting to the meat of it. And by a stroke of pure luck, there are no ambiguities here at all on what's being said, so I won't keep you waiting!
「ちょっと生きてましたでさ、」 -> Literal: "And [he's] been alive for a bit," (emphatic, explanatory) -> Final: "Well, [we're thinking] he lived," The nuance of 「ちょっと」 here is arguably the trickiest part. Of course, in my translation, I opted to emphasize the bridge between the two thoughts instead of fully interrogating the "meaning" of 「ちょっと」, but it is really worth taking a closer look at. Because in one sense it's sort of a filler word, a buffer. But in another sense, weighing the potential meanings of 「ちょっと」 against each other here is crucial in understanding who he's talking about and what he means. In this context, it can only be describing either time or certainty, and the emphatic, explanatory nature of 「で」 and 「さ」 cancels out the idea of it being a matter of certainty. That's why I've been hammering that in so much. So if instead it's about time, saying this about Nakamura, saying "he's still alive and therefore can participate in RGG," would be incredibly weird, disrespectful, and out-of-character for Yokoyama. So it can only be about Mine. It can only about how long it's been since they came to the conclusion he's alive, and, in a sense, how much thought they've put into it. This is sort of where the issue with character count came up; I wanted to say "we've been thinking" to convey these ideas, but I just didn't have the space. But that's an addition by me based on an inference, because I didn't want anyone to, as I mentioned in my original tags, expect too much. The most important takeaway is that Yokoyama says in no uncertain terms that Mine is alive. And I didn't include this because it goes by incredibly fast and I wanted to keep the spotlight on what Yokoyama was saying, but Santo(?) agrees. It's not Yokoyama's personal opinion (which he typically qualifies extensively even if it's for something that doesn't matter much in the grand scheme of things, like Kiryu being a virgin in his view). It's a fact that's known to RGG Studio. Mine is alive. It's just a matter of whether we'll see him again and when.
「やっぱ獅童さん呼ぶのも辛いじゃん。」 -> Literal: "Still, inviting Shido-san back would also be tricky, right?" (assertive, inviting agreement) -> Final: "But getting Shido-san back, that's no joke." Very straightforward. He does slur his pronunciation of 「辛い」 as 「つれぇ」, but that's undoubtedly what he's saying. (Side note, a number of his characters also talk like that; some at RGG Studio say the "Yokoyama-ism" comes through at times.) What I'd like to point out here is the usage of 「も」, or "also." The implicit meaning is that getting Nakamura back is tough, but it's tough in addition to something else. Because of what he says next, I believe that "something else" is figuring out how to write Mine back in and do him justice. This wasn't particularly important to me to convey in the translation, because I thought it was fairly clear, but maybe I should've? It really frustrates me that so many people automatically jumped to the conclusion that this would be an arbitrary, poorly-thought-out decision despite Yokoyama acknowledging that it wouldn't be. I guess a number of people didn't watch that far into the video, though.
[00:33–00:36] Yokoyama: だから、その、やっぱ・・・ やるならガチなんだよね。
Final stretch, let's go!
「だから、その、やっぱ・・・」 -> Literal: "So, [if we do] that, of course..." (emphatic) -> Final: "That being the case..." Again, very straightforward. Elevating the level of assurance conveyed in the sentiment as a whole.
「やるならガチなんだよね。」 -> Literal: "If we do it, we'll have to do it in earnest, won't we?" (emphatic, inviting agreement) -> Final: "If we do it, we'll do it right." This is one of the most important things in the entire video. Of course there's the openness to actually going for it, that's important in and of itself, but the emphasis on doing it right? That's something people always miss. Because if they want to get Nakamura back, if they want to write Mine back into the series, they DO have to do it right. And they want to! It's just ridiculous to me to see people gloss over this completely. Like, I was the one who "broke the news" about Lau, one of the people who broke the news about Kashiwagi, but none of these were decisions made lightly. Yokoyama is the first person to shut down "fanservice" for its own sake, and I know that because I've seen him do it time and time again with my own two eyes, even if it would be relatively benign like having Mack show the player how to use Photo Mode in Ishin or having Akiyama show up in Kiwami. When he makes these decisions it's because they've been weighing on him for over a decade. He was literally talking about how he wrote RGG Mobile as an "apology" to Kashiwagi for killing him off in 2013. It took him ten years to get to the point where he was willing to bring Kashiwagi back, but people act like he just flipped a switch, and it's simply insanely out of touch with how things are actually done at the studio. And perhaps I'm in the minority here, but Kashiwagi's death WAS a waste and bringing him back couldn't have been handled any better, in my opinion. I can see their commitment to "doing it right" because they have.
Sorry to get so heated at the end (honestly, I'll probably never be "done" talking about this), but I hope at the end of it all, I've answered your question adequately! For such a short clip, there really is a lot going on, so there was a lot of ground to cover. Feel free to send follow-up questions if you have any, I'd be happy to expand on anything I may have missed (although, with any luck, I haven't missed much).
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