Operation Backlog Completion 2026
Jun 192026
 

All right. It’s time to talk about Like a Dragon: Pirate Yakuza in Hawaii.

The winner of my last contest picked the review prize and had me play Pirate Yakuza, and…

Wait, I know what you’re thinking. I didn’t do contests this past February or May. Yes, I’m talking about the winner of my Celebrating All Things Spooky contest, back in October.

So how did it take me this long to finish one of the shorter games in the series? Two reasons: first, I had to finish Infinite Wealth before starting Pirate Yakuza, and second…

I hate to say it, but I honestly found Pirate Yakuza to be a bit of a slog.

If you follow my blog regularly, you might remember I had mixed feelings about Pirate Yakuza early on. Its premise felt too silly to me, and I would have preferred a historical pirate spin-off instead. That said, I started to warm up to the idea after a while and hoped I would at least enjoy it as a fun, silly adventure.

(Don’t forget, I’m a Dead Souls defender, after all.)

Let me start with the positives. There are some great substories in this game. The substory about Majima and the other pirate captain going through training about workplace compliance ranks up there with the funniest in the series, and Masaru’s Love Journey, which I’d worried I’d find boring, was so uncomfortable that it circled around to being hilarious.

The story, however, falls flat, and not just because of suspension of disbelief.

First of all, it’s not actually “a swashbuckling adventure on the high seas” like I described it when anticipating it in my earlier blog post. I imagined Majima and his crew sailing from island to island, searching for the location of a treasure they know is out there somewhere… but that’s not really the direction the main story takes. The main narrative focuses on a few locations you travel between.

This includes Madlantis, a haven for all these modern-day pirates who act like old-fashioned pirates… and some of the most boring antagonists I’ve seen.

I thought Infinite Wealth’s antagonists, aside from Yamai, were pretty boring, but they’ve got nothing on these guys. Maybe it’s because there were too many of them, forcing the already-thin story to be spread even thinner across its villains, but I just didn’t find them compelling at all.

On top of that, there is something strange about Pirate Yakuza’s tone, and not just because its premise requires such suspension of disbelief. I’m a fan of romanticized treasure hunter pirates like in Skies of Arcadia, and I love how the Yakuza series usually has moral protagonists despite the crime drama focus, but this game feels like it goes out of its way to emphasize that we’re the wholesome good guy pirates. It just feels a little off. Meanwhile, Majima’s amnesia feels nearly pointless, and I really think they could have told a more interesting story without it.

Click for Pirate Yakuza spoilers
Especially with the post-credits reveal that Majima wanted to find a cure for Kiryu, having Majima keep/regain his memories and actively search for the treasure because of that might have made the plot feel more compelling.

His amnesia feels like it’s just an excuse for him to not care about abandoning his duties, but wouldn’t him abandoning his duties on a desperate hope that he could save Kiryu be even stronger?

Instead of the Saejima scenes having a general tone of “Bro, you have responsibilities,” “Quit calling me bro! I don’t know what you’re talking about,” it could instead have been Saejima being more level-headed and rational about the likelihood of finding a magical cure while Majima is dead set on trying.

I don’t know, the amnesia just felt to me to be pointless at best, damaging to the plot at worst.

Now, you might think I’m being too harsh on the silly Majima pirate game. Who cares if it has a weak plot, right?

Unfortunately, when I mentioned the game feeling like a slog, that also extends to my feelings about the gameplay. I did find the combat fun, though; I’ll give it credit for that. I wasn’t sure about the combat system at first, especially since I didn’t like how jumping felt, but once Majima’s Sea Dog style got expanded with the gun and grappling hook, I started to have a lot of fun with it. It’s more focused on taking down large groups of enemies, but it has a lot of fun features.

Ship combat, however, I didn’t enjoy. This is partly because of a complaint that I also extend to the general gameplay: why is the ship so slow?

Why is the ship so slow??

Why is the ship so slow???

Maybe it’s for realism (in this, of all games), but the ship felt painfully slow to me whenever I wasn’t boosting… or sailing through the rings that boost your speed and carefully guide you down the paths from island-to-island that the game clearly wants you to take. Island exploration should have been interesting, at least… except it isn’t island exploration, not really; the optional islands are more like combat arenas that reward you with treasure for completing them.

The more I played, the more I started to feel nostalgic for Kingdom Hearts III, actually. In the Pirates of the Caribbean world, you got to sail around the map stopping at little islands to explore and find treasure, and I realized what I really wanted was a Yakuza version of that.

I loved customizing my ship. I loved being able to see all my crew members. But I didn’t love the actual ship gameplay.

My save file says I finished Pirate Yakuza in about 30 hours. I’m not sure I believe it. It felt like I was playing this game forever, although maybe that’s because it struggled to hold my interest. When I started Like a Dragon: Pirate Yakuza in Hawaii, I worried I wouldn’t be able to take it seriously, but I never thought I just wouldn’t be having fun. More than anything else, it feels haunted by the specter of what it could have been, the sort of game that’s disappointing because you’d hoped for more from it.

It did have some great substories, and the combat was fun, and the post-credits scene was good, so I can’t completely complain about it. But Like a Dragon: Pirate Yakuza in Hawaii might be my least favorite Yakuza game now, and glad I’m done.

Jun 172026
 

We’ve got a new Xenoblade game on the horizon, and I couldn’t be happier.

Xenoblade Genesis is for me the most exciting announcement from the recent showcases. Even though I didn’t enjoy Xenoblade Chronicles 3 as much as many fans did, I still love this series.

Anyway, now that the initial excitement is past, I wanted to take a look at what we know so far about the upcoming new game.

There isn’t much beyond what was shown in the announcement trailer, which itself presents us with a few details about the world: there’s a force in the world called Anima, which is wielded by warriors called Vesselai, and the protagonist goes to a school called Leukos where it seems Vesselai learn to use this power.

What isn’t said directly in the trailer might even be more interesting. It appears on the surface to be a fantasy world, but between the six suns in the sky and the intriguing glimpse of the world curving at the end, it looks like there are some sci-fi elements here after all. The world being inside a Dyson Sphere or a similar structure is one of the biggest theories right now.

Meanwhile, a small handful of details have surfaced beyond the trailer. A rough translation of a Japanese tweet reveals the world to be called Anshar or Anshal, and the protagonist seems to be named Eleanor.

(Of course, sometimes names are changed in localization, so it’s possible these won’t be the names we get in the English version.)

It has also been described as being an entry point for the series that doesn’t require knowledge of past games… but I wouldn’t read too much into that. I actually hope this is a new story disconnected from the rest of the series, but they’ve said basically the exact same thing about every game, so that’s not confirmation of anything.

We know very little about Xenoblade Genesis, but the few details we do have are exciting. It’s already one of my most-anticipated upcoming games!

What do you think about Xenoblade Genesis so far?

Jun 152026
 

Let’s travel back in time two weeks to June 1, right before “Not-E3” took over our attention for a while.

EastAsiaSoft had a showcase that morning, and they kicked it off with an exciting otome game announcement: the localization of Hakuouki Shinkai: Ten’un no Shou, one of the Hakuoki fandiscs.

It will be coming west in early 2027 as Hakuoki Memoirs: Drifting Clouds.

This marks the third Hakuoki localization from EastAsiaSoft, as they released Hakuoki: Chronicles of Wind and Blossom followed by the spin-off Hakuoki SSL.

Following that with a fandisc is great, especially since we went so long without any Hakuoki fandiscs being localized.

Meanwhile… I really need to play Hakuoki.

It’s been on my list for so long. I bought Kyoto Winds and Edo Blossoms on the Vita but never started them, hoping for a combined release. Then when Chronicles of Wind and Blossom came out, I intended to play it… but I still haven’t. The Hakuoki releases are starting to stack up, and I need to get on it!

Are you planning to get Hakuoki Memoirs: Drifting Clouds?