Like a Dragon: Infinite Wealth Changes Its Dunegeon System



Image: SEGA


Like a Dragon: Infinite Wealth is taking a sharp turn with the introduction of roguelike elements. Instead of running static dungeons or levels, as seen in previous Yakuza games, Infinite Wealth wants to add a labyrinthine ruin that rearranges itself each time you delve within.

We used Google Translate to get the dungeon information in Like A Dragon: Infinite Wealth, but the official site’s post is in Japanese. The official post describes the dungeon as a treacherous ruin in Hawaii or Yokohama. You’ll find its layout and enemy placements scrambled each time you enter. This is a really smart thing to add to the games because it gives more chances for brawls that aren’t just random street fights.

As a longtime player, I understand these redoable fight areas get pretty dull. Often, you’d return to a dungeon to grind and go through the same gauntlet of enemies repeatedly. This dynamic labyrinth offers constant incentives to re-enter, with different treasures, powerful items, and even the chance to rescue hapless adventurers who got swallowed by its depths.

What’s cool is that Infinite Wealth has helpers who can help you through the dungeons. This includes the return of Nancy-Chan lobster. It doesn’t look like the dungeon changes won’t affect the outer game world because the official page still discusses the mini-games and things that are often in these games without mentioning any changes.

It feels like there’s a lot more to dungeons, but they want to keep it private since it’s given only a paragraph of information while everything else is given a lot more attention. This is likely what is contributing to the “monster playtime” the developer spoke about a month ago.