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User:Northon12/Prerelease:Yakuza 0

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This page details prerelease information and/or media for Yakuza 0.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

Gameplay Trailer

This trailer showcases all of the gameplay features, all of which are included in the final release.

Real Estate

  • The menu is mostly the same, the only differences being the icons when you invest in properties and areas not being colored at all.

Cabaret Club

  • The HUD is completely different.
  • The camera angle is different.

Combat

While similar to the final game, there are still alot of differences to be noted.

  • Heat auras were completely different to the final, with their colors being different instead of sharing with one another.
  • Both characters have a red/pink attack trail after successfully landing a finishing blow.
  • Some of the characters' grunts featured in the trailer did not make it into the final.
  • Some of the (Random Encounter) enemies' models are completely cut or did not make it into the final.
  • Upgrade menu is completely different.
  • Battle HUD is different, there is no minimap showing and the amount of money you get is shown below your money counter instead of the enemies.
  • There is less blood than the final.

Kiryu

Brawler
  • Mostly the same as the final game, no differences here are shown.
Rush
  • Mostly the same as the final game, no differences here are shown.
Beast
  • Charged attack trails are different.

Majima

Thug
  • Combo Boosts (Square 8-16x) were faster.
Breaker
  • Heat aura was slightly lighter.
Slugger
  • Heat aura was darker/more orange.
  • Attack trails were pink.

Pocket Circuit

Miscellaneous

  • The minimap still uses its icons from Ishin. (specifically, the save points.)
  • The minimap also has no colors to indicate which is a store, minigame, and an important place.
  • Shadows are different.

Overworld Gameplay

These builds are more closer to the final game, but there are still alot of differences worth noting. This video showcases the overworld.

Kamurocho

  • There were less places you can go to. Tenkaichi Street didn't have any enterable places at all!

Sotenbori

  • There were also less places you could go to.
  • The map layout looked different; specifically, the Sotenbori river.

Battle Gameplay

These builds are more closer to the final game, but there are still alot of differences worth noting. This video showcases the battle system.

Kiryu

Brawler

  • Brawler's Square-Triangle combo acts differently, turning their backs and falling down instead of simply getting knocked down and stand up again.

Beast

  • Beast uses the normal/Rush ground heat actions instead of sharing the same heat action as Brawler.
  • Attack trails are different.
  • Beast had a different battle theme at one point.

Rush

  • Rush's Essence of Crushing: Wall was slower and less polished.

Majima

Thug

  • The throw animation seems to be unfinished, as it is noticably jittery.

Breaker

  • The 'Friendly Fire' heat action had a different camera angle.

Slugger

  • 'Essence of the Slugger' could be performed without doing a guard break, which in the final game was replaced by the normal 'Essence of Batting' heat action from Yakuza 5.

Miscellaneous

  • Some encounters in this video has at least seven to nine enemies, something that's not possible to do in the final game. The final game has a maximum of six enemies.
  • When you get hit, blood will splatter on the wall.
  • Enemies used the old grabbing animation (from Yakuza 3 up to 5).
  • Enemies were able to get bruises the more heat actions you did to them, a cut detail that was featured in Yakuza 3 and 4.