
Since you can change classes at Hello Work, there are variations to techniques unlike anything before, as well as various other unannounced special moves.

#13: In yesterday’s (August 29) announcement, we were only able to share some basic information about the battle system. The stronger the enemy, the smarter they are, so if you find yourself in a pinch, you have various options including retreating behind other characters. #12: Everything utilizes the real-time physics of the Dragon Engine we’ve built up with previous entries in the series, and no battle situation is the same. (However, this feature may not always act as expected.) There is an “Auto” mode for people who want to play without worry, which automatically chooses actions based on each character’s class and traits. #11: Depending on the technique, there are some action-like operations such as repeatedly pressing a button to match the action during an attack. Basically, this system is called “Live Command RPG Battle” because you fight in a space where the people and city are constantly in motion. #10: In a situation where you are blown onto the road and the like due to the impact of an attack, you may get hit by a car passing by. On the other hand, depending on the technique, you can attack several enemies at once through attacks that sweep and ranged attacks. For example, when you run up to a distant enemy to attack, there is a high chance of you being interrupted by another enemies in the run-up. #9: Even enemy characters outside of those you are trying to attack may become the target of an attack or interference.

This action also depends on the character’s class and traits. If a bicycle or something similar rolls by, you can kick it at the enemy, or pick it up and attack with it. #8: The situation completely changes depending on your distance from the enemy character you’re attacking, as well as the “city objects” in the area. In a situation where you attack the enemy directly (by running up to them), there is a high chance that another enemy character will interrupt your attack. #7: Turn order is determined by parameters such as a character’s stats, but that doesn’t mean you’ll get the same result by attacking just any enemy. Through this, the “objects” that exist on the battlefield, such as bicycles, can be used as weapons or obstacles like in the action-based battles of previous games. #6: Everything moves according to the physics of the Dragon Engine developed by Ryu Ga Gotoku Studio. And naturally, since these battles take place in the city, characters will fall if they bump into things like street signs or bicycles. Characters will turn towards nearby enemies and keep their distance. #5: When you enter battle, enemies, party members, and even the “city” will remain in motion. (Some enemies may also suddenly appear from hiding.) In other words, depending on how you encounter the enemy, your starting position in the battle will change, which can both give you the upper hand or land you in a pinch. #4: Except for some bosses, when you encounter an enemy, the battle will begin from right where you’re standing. #3: To be specific, this is a battle system where “characters move in real time” and “fight in a living city.”

In a standard RPG, enemies and party members are stationary, and their actions only playback by executing commands such as “Attack.” But in Yakuza: Like a Dragon, battles are different.

#2: “Live Command RPG Battle” means battles through command execution where the fight is constantly in motion.
