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Stranger Than Heaven Is a 50-Year Yakuza Crime Fever Dream

  • Writer: Niels Gys
    Niels Gys
  • 12 hours ago
  • 5 min read

Quick Verdict

Stranger Than Heaven is shaping up to be a 50-year Japanese crime epic following Makoto Daito from the underworld of 1915 Kokura through yakuza power struggles, the Iwaki Family and eventually the origins of the Tojo Clan.


That's the important bit.


Not that Ryu Ga Gotoku Studio has released another twelve minutes of people being hit so hard their ancestors develop tinnitus. Not that there are five historical Japanese settings. Not even that Snoop Dogg somehow exists in this increasingly magnificent historical fever dream.

This is a crime saga.


Makoto works under a smuggler, becomes embroiled in Japan's criminal underworld, joins a powerful yakuza family and moves through decades of organized crime before becoming connected to the foundation of the Tojo Clan.


The big unanswered question isn't whether Stranger Than Heaven belongs in criminal territory.

It absolutely does.


It's whether RGG is building a game where we actually live Makoto's criminal rise, or an enormous authored crime story where most of our interaction with the underworld involves punching its employees through furniture.


Because right now, we've seen plenty of fists.

We haven't seen the protection-money spreadsheet.



If Makoto’s fifty-year criminal career has put you in the mood for something you can rob right now, the GTA Online Weekly Grind has this week’s best payouts and the activities not worth leaving your stolen car for.



Fifty Years of Becoming Someone Your Mother Warned You About

Stranger Than Heaven follows Japanese-American Makoto Daito across five periods of his life between 1915 and 1965, taking him through Kokura, Kure, Osaka's Minami district, Atami and Shinjuku.


And Makoto does not spend those fifty years opening bakeries and helping pensioners find their cats.

He begins under the wing of a smuggler named Orpheus before becoming involved in Kokura's underworld. Later, he joins the powerful Iwaki Family as competing yakuza organizations fight for influence. By 1943, Osaka has yakuza organizations and the Italian mafia contesting power.


Somewhere down this increasingly illegal road sits the foundation of the Tojo Clan, the criminal organization that would become central to the Yakuza/Like a Dragon series.

That's an enormous playground for RGG.

Not merely because we get different cities, clothes and increasingly alarming developments in men's trouser width.


Fifty years lets the criminal world itself change.

Organizations rise. Alliances shift. Cities transform. Makoto goes from outsider to somebody with enough underworld history behind him that presumably entering a restaurant eventually requires three men to stop eating and quietly reconsider their evening plans.


That's the part Stranger Than Heaven needs to nail.



The Combat Is Completely Bonkers

The most concrete part of Stranger Than Heaven remains its combat, and RGG has apparently looked at the traditional concept of "press button to punch man" and decided it lacked sufficient administrative complexity.


Makoto's limbs are controlled separately.

His left and right sides correspond to different shoulder buttons and triggers, allowing light and heavy attacks from either side. You can block with one limb while countering with another, grapple enemies, tackle them, parry attacks, wield upgradeable weapons and use contextual finishers.

It sounds ridiculous.

It also sounds fascinating.


Instead of combat being primarily about memorising combinations, the system is trying to make fighting feel more physical and deliberate. Which arm attacks? Which side defends? Where is the opponent positioned? What is Makoto holding?

And apparently the answer to that last question can be a knife, hammer or sword, because resolving criminal disagreements through calm mediation has once again failed to make the design document.


The recent Gamescom demonstration showed fights from 1915, 1929 and 1943, including destructible environments and the evolving combat system.

Hands-on reactions are divided.

Some found the limb system intuitive once it clicked and praised the more deliberate weapon encounters. Others criticised sluggish recovery, awkward movement, unreliable attacks and camera problems when several enemies become involved.


That's worth watching closely because this isn't some optional minigame hidden behind a mahjong parlour.

Combat is one of the game's central pillars.


If RGG gets it right, fights could have a wonderfully nasty physicality instead of becoming another sequence of canned animations.

If it doesn't, controlling Makoto's individual limbs for fifty years could start feeling less like playing a legendary gangster and more like operating a drunk marionette during an earthquake.


Makoto Daito confronts a group of armed men on a sunlit Japanese street in Stranger Than Heaven, surrounded by period buildings, market stalls and watching civilians.

Want another criminal world where factions, violence and terrible career choices actually matter? Our S.T.A.L.K.E.R. 2: Cost of Hope review heads back into the Zone, where even the employment benefits appear to include gunfire and premature burial.



But Where Is the Actual Crime?

This is where Stranger Than Heaven becomes particularly interesting.

We know Makoto is a criminal.

We know organized crime is fundamental to his story.

We know he becomes involved with yakuza organizations, joins the Iwaki Family and moves through an underworld eventually connected to the creation of the Tojo Clan.


What we haven't seen are the systems underneath that life.

There is currently no established evidence of racket management, protection businesses, criminal territory systems, robberies, heists, extortion or a functioning criminal economy.

There's a considerable difference between playing through the story of a gangster and being given systems that make you feel like one.


RGG already has the narrative foundation for something extraordinary here. Fifty years of organized crime creates possibilities that most crime games can only dream about before immediately giving you another warehouse to shoot your way through.


Imagine watching businesses, factions and criminal relationships evolve across decades because of Makoto's actions.

Wonderful.

But until RGG actually shows those systems, that's imagination rather than feature list.


For now, the underworld is unquestionably real.

How much control we get over it remains the mystery.



Apparently We Also Run a Band Because Crime Wasn't Enough Work

Then Stranger Than Heaven takes a magnificent left turn into show business.

Makoto can discover performers, collect sounds from the environment, compose music, assemble bands, choose performers and setlists, change production elements and organize shows.


This appears to be a substantial secondary progression system rather than somebody at RGG remembering karaoke exists seventeen minutes before the presentation.

And weirdly, it fits.


A story spanning fifty years needs something beyond fighting to make Makoto's life feel like a life rather than the world's longest assault charge.

If the show-business system develops alongside his criminal career, it could give Stranger Than Heaven an identity completely different from merely being "historical Yakuza."


You spend Tuesday navigating organized crime.

Wednesday you're arranging a musical performance.

Thursday somebody gets stabbed behind a casino.

Show business, essentially.


Nighttime view of Kamurocho in Stranger Than Heaven, with suited figures walking beneath the brightly lit entertainment district entrance amid neon signs and crowded streets.

This is exactly the sort of criminal nonsense This Week in CRIME exists to collect: new crime games, worthwhile villains, GTA money, horror and industry catastrophes requiring immediate public pointing. One briefing. All the bodies accounted for.



The Crime Saga Is Already There. Now Show Us the Criminal Life.

Stranger Than Heaven doesn't need to prove that crime matters.

That case is closed.

Makoto Daito is moving through smugglers, yakuza organizations, mafia conflict and the foundations of the Tojo Clan across half a century of Japanese history.


What RGG needs to show next is what being that man actually means once we're holding the controller.

Give us the businesses.

Give us the factions.

Give us the rackets, deals, betrayals and filthy little economic arrangements that turn organized crime from scenery into a system.


Maybe those things aren't in the game.

Maybe Stranger Than Heaven will remain primarily an authored action-adventure about one criminal's extraordinary life.

That could still be excellent.


But RGG has built a premise capable of something much bigger.

We already know Makoto can punch a man with either hand.

Now show us what happens when he puts both hands in somebody else's pockets.

 
 
 

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About the Editor
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I'm Niels Gys, founder and editor of CRIMENET GAZETTE. I write about crime, heist, villain, and horror games because somebody has to separate genuine criminal masterpieces from games that couldn't organize a successful mugging.

Outside the website, I'm the frontman of JETBLACK SMILE, a Belgian rock 'n' roll band that sounds like bad decisions played through loud guitars. Turns out writing about chaos, criminals, and morally questionable life choices isn't all that different from writing songs.

I started CRIMENET because too much gaming coverage feels afraid to have an opinion. Reviews become press releases, every game is "solid," and somehow everyone leaves happy except the reader.

Not here.

CRIMENET covers crime, heist, villain and horror games, with GTA Online as one of our main ongoing beats. Not the heroic kind. The kind where you rob banks, build empires, betray your crew, or become the monster everyone else is trying to survive.

I don't do review scores. The internet already has enough people arguing whether a game deserves a 72 instead of a 71, like they're negotiating a hostage release over a single percentage point. I'd rather tell you what the game actually feels like to play and whether it's worth your time.

Every article is built on research, evidence, and an unhealthy intolerance for mediocre game design.

 

Strong opinions are welcome. Invented facts are not.

Think less "trusted reviewer."

More "your inside man in the digital underworld."

I'm not here to save the world.

I'm here to tell you which crimes are worth committing. 🤘

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