Score one for advertising executives: Kamurocho is a convincing argument in favor of, if not in-game advertising, littering a game with replicas of real-world goods. Toshihiro Nagoshi, the creator of the Yakuza series, argues that the game’s heavily populated stores and Boss Coffee vending machines create the illusion that Kamurocho is part of thriving city. “Although it may be difficult to understand for players living abroad, streets full of authentic brands indirectly contribute to generate realistic atmosphere,” Nagoshi said. “If you have an opportunity to come to Tokyo, you can understand the feeling well.”
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It seems at first like the hyperrealism Jacques-Belletête described as being so essential to game cities is missing from Kamurocho. As with any city though, Yakuza’s microcosmic metropolis comes to life through its citizens, and it is built to accommodate their peculiarities. Children’s Park isn’t empty. Sometimes it’s the site of gang violence against homeless drunks. The dirt patch proves to be a perfect array of low walls and urban detritus when Kiryu needs to slam delinquent faces into a hard surface. The parking lot on the north end of town? There’s a martial arts master that hustles cash out of people by dodging their punches, and it just so happens that the car park makes a fine arena.
Really interesting read about urban map design in games including Kamurocho.