Judgment Knows the Heart of a City Is Its People
What appears at first to be a detective procedural reboot of Yakuza 6 with sleuthing systems and new minigames quickly gives way to a thoughtful and tender exploration of human intimacy and of a city and its people.
How do you review the experience of a city?
I’ve had that question resting in the back of my head since about 15 hours into Judgment, the latest game from Yakuza creators Ryu ga Gotoku Studio. It’s a question I’m not sure I know how to answer. But I’m pretty sure in order to do it, we need to talk about people—the ones living and working and giving their city its vitality.
Before we can talk about the people of Kamurocho, we have to talk about windows.

Judgment has the most incredible windows I’ve ever seen in a game. Streaks of dried rain leaving dirt and mineral deposits high up on the outside of hotels. Layers of aerosolized oil that drifted over and settled against them. Smudgy hand prints, some from children, others adults. And then there are the pristine, freshly-cleaned windows, few and far between, because clean glass never, ever lasts that long.
I have dozens of photos of just windows. Or of photos through them to the people blurred inside of shops, and out of them to a muslin haze street scene. Sometimes, I’d aim my camera up to the sky so the sunlight could accentuate the collected grime. Kamurocho is a city of people, and their fingerprints, slick with sebum or the remnants of chashu, are a powerful reminder of their persistence.
At its narrative heart, Judgment is a neo-noir procedural about a serial killer on the loose, the tragic lawyer-turned-private-detective trying to catch him, and the criminal underbelly that touches everything in Kamurocho. Like Yakuza, there is an interest in a kind of hypermasculinity—it can be wacky and surreal, though more subdued and grounded than in its sibling series.
And while the designers of Judgment have developed a strong characterization for Takayuki Yagami, and every character in this game, there is a flexibility allowed in how players can approach him. Perhaps moreso than Kiryu Kazuma, players have space to determine how they will engage with Yagami and his struggles.

In my playthrough, I made the photographic diary of a young man struggling with the disastrous inability to see beyond the chain of decisions in front of him and arrested by the calamitous consequences. It’s part of his attempts to reconnect with a society and the humanity he feels he has failed.
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