I finished Like a Dragon: Infinite Wealth clocking in at a svelte 150+ hours; probably a good 50 hours of that was on Dondoko Island. I also defeated the final bosses of both the Yokohama dungeon and the Honolulu dungeon. These are extra hard boss fights above the level of the final boss of the game, your Ruby and Emerald Weapons, if you will. Really great game that builds on the foundation of Yakuza: Like a Dragon. They made positioning in combat more important this time around with a whole array of combo attacks and assists. You have a bond level with each of your companions and at certain thresholds (10, 20, 30, 40 , 50) you gain assists with said companion. With that in mind, it's a good idea to get all your companions' bond levels up to 50 ASAP. Ideally, you get them up to 100 to unlock the 6th and final skill inheritance slot which you can use for Essences, but 50 is the big number because it unlocks the full spectrum of assists. You can set up some crazy chain reactions with assists, the enemies can do it too, the system works both ways, but the AI doesn't exploit the system that often, it mainly occurs by happenstance, whereas I'm constantly purposely setting up these chain reactions. I've one-shot groups of enemies using a standard, single-target physical attack by exploiting this system. Standard physical attacks and some skills have the knockback property, it's exactly what it sounds like, the attack knocks the victim back, sending them flying in a direction. This can knock them back into something in the environment, causing more damage to them, into one (or more) of their allies, damaging the ally(ies) in the process, and/or into one of your characters, triggering a free attack on the poor sod, provided you have a high enough bond level. You can ping pong enemies around the battlefield if you set things up correctly, it's pretty great. Battlefield positioning is also important for lining up enemies for AoE skills which hit enemies in a line or a cone, but that was already present in Y:LaD.
The new map, Honolulu, is freakin' awesome. It's definitely RGG's largest map yet, it's significantly larger than Ijincho and absolutely dwarfs both Kamurocho and Sotenbori (no Sotenbori in this game, just Honolulu, Ijincho, and Kamurocho), that said, it's still tiny compared to other games. Honolulu, Ijincho, Kamurocho, and Sotenbori COMBINED would still be much smaller than Night City in Cyberpunk and that's without Dogtown. It's not the size of the map but the quality of its contents, though, and I'm happy to report that Honolulu is just as wonderfully meticulously detailed as all of RGG's previous maps.
Back to Morrowind I go.